public void MountObject(int pos, GameObject mountObject, SwordWeapon swordWeaponTrigger) { switch (pos) { case 1: mountObject.transform.parent = RightHand.transform; mountObject.transform.localPosition = Vector3.zero; mountObject.transform.localEulerAngles = Vector3.zero; _weapon_right_hand = swordWeaponTrigger; break; case 2: mountObject.transform.parent = LeftHand.transform; mountObject.transform.localPosition = Vector3.zero; mountObject.transform.localEulerAngles = Vector3.zero; break; case 3: mountObject.transform.parent = RightShoulder.transform; mountObject.transform.localPosition = Vector3.zero; mountObject.transform.localEulerAngles = Vector3.zero; break; case 4: mountObject.transform.parent = LeftShoulder.transform; mountObject.transform.localPosition = Vector3.zero; mountObject.transform.localEulerAngles = Vector3.zero; break; } }
public Weapon CreateWeapon(WeaponRarities weaponRarity, WeaponTypes weaponType, string weaponName) { Weapon weapon = null; switch (weaponType) { case WeaponTypes.Axe: weapon = new AxeWeapon(weaponRarity, weaponType, weaponName); break; case WeaponTypes.Knife: weapon = new KnifeWeapon(weaponRarity, weaponType, weaponName); break; case WeaponTypes.Sword: weapon = new SwordWeapon(weaponRarity, weaponType, weaponName); break; } return(weapon); }
// Start is called before the first frame update void Awake() { instace = this; }