void EquipWeapon(playerweapon _weapon) { currentweapon = _weapon; GameObject _weaponIns = Instantiate(_weapon.graphics, weaponHolder.position, weaponHolder.rotation); _weaponIns.transform.SetParent(weaponHolder); currentGraphics = _weaponIns.GetComponent <weaponGraphics>(); if (isLocalPlayer) { Util.SetLayerRecursively(_weaponIns, LayerMask.NameToLayer(weaponLayerName)); } }
void Update() { currentweapon = weaponManager.GetcurrentWeapon(); if (currentweapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0f, 1f / currentweapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } }
public void FPlayerWeapon_EnemyWeapon(playerweapon PlayerWeapon) { }