public IEquippable Unequip() { // physics gameObject.SetActive(true); SetRigidbodyActivity(true); // take out arrow PutAt(fakeArrow.transform, transform); fakeArrow.SetActive(false); // take out bow PutAt(bowArt.transform.parent, transform); bowArt.Unequip(); // take out weapons from hands transform.parent = null; // modify animation LimitLeftHand(false); // de-boss yourself wielder.states.rpg.currentWeapon = null; wielder = null; return(this); }
public void Unequip() { wielder.OnPullBow -= Wielder_OnPullBow; wielder.OnReleaseBow -= Wielder_OnReleaseBow; wielder = null; }
public void Equip(AnimatorEventManager wielder) { this.wielder = wielder; this.wielder.OnPullBow += Wielder_OnPullBow; this.wielder.OnReleaseBow += Wielder_OnReleaseBow; }
public IEquippable Unequip() { // physics gameObject.SetActive(true); SetRigidbodyActivity(true); // take out from arm transform.parent = null; // de-boss wielder.states.rpg.currentShield = null; wielder = null; return(this); }
public void Equip(AnimatorEventManager wielder) { // physics gameObject.SetActive(true); SetRigidbodyActivity(false); // who's boss this.wielder = wielder; wielder.states.rpg.currentShield = this; // put on arm transform.parent = wielder.leftArm; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; }
// Main Functions public void Init() { // components capsule = GetComponent <CapsuleCollider>(); rigidBody = GetComponent <Rigidbody>(); audioSource = GetComponent <AudioSource>(); rpg = GetComponent <RPGManager>(); rpg.Init(); // initialize bodies /*for (int i = 0; i < 2; i++) * { * bodies[i] = ObjectPool.Instance.GetObject(model + "(Clone)", transform); * }*/ // life body bodies[1] = ObjectPool.Instance.GetObject(model + "_L(Clone)", transform); //DisableRagdoll(bodies[1]); aem = bodies[1].AddComponent <AnimatorEventManager>(); aem.Init(this); animator = aem.animator; ikManager = bodies[1].AddComponent <IKManager>(); ikManager.Init(this); // dead body bodies[0] = ObjectPool.Instance.GetObject(model + "(Clone)", transform); dieScript = bodies[0].AddComponent <DieScript>(); dieScript.Init(); dieScript.states = this; deadBody = dieScript.gameObject; deadBody.SetActive(false); // item interaction and stuff PotionHandIdentifier potionHand = GetComponentInChildren <PotionHandIdentifier>(); if (potionHand != null) { this.potionHand = potionHand.transform; } pickUp.actionAnimationName = "Pick Up"; }
public void Equip(AnimatorEventManager wielder) { gameObject.SetActive(true); SetRigidbodyActivity(false); // who's boss this.wielder = wielder; wielder.states.rpg.currentWeapon = this; // animation modification LimitRightHand(true); weapon.wielder = wielder; // put weapon in right hand transform.parent = wielder.rightHand; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; }
public IEquippable Unequip() { EndAttack(); // physics gameObject.SetActive(true); SetRigidbodyActivity(true); // take out from hand transform.parent = null; weapon.wielder = null; // modify animations LimitRightHand(false); // de-boss.. Merdeka! You answer to NO ONE now!! wielder.states.rpg.currentWeapon = null; wielder = null; return(this); }
public void Equip(AnimatorEventManager wielder) { // physics gameObject.SetActive(true); SetRigidbodyActivity(false); // who's boss this.wielder = wielder; wielder.states.rpg.currentWeapon = this; // animation modification LimitLeftHand(true); // i dunno keep myself in yer pockets PutAt(transform, wielder.leftHand); // put arrow in right hand PutAt(fakeArrow.transform, wielder.rightHand); fakeArrow.SetActive(false); // put bow in left hand PutAt(bowArt.transform.parent, wielder.leftHand); bowArt.Equip(this.wielder); }