void Place_GUN_bunObj(GunsBundle _argGunsBun) { Transform _gungrip = Factory_MAIN_Hand.GetComponent <BaseHandScript>().MyBundleBone; _argGunsBun.transform.position = _gungrip.position; _argGunsBun.transform.rotation = _gungrip.rotation; _argGunsBun.transform.parent = _gungrip; }
void FindBundles() { MNGR_GunsBundle = GetComponentInChildren <GunsBundle>(); MNGR_MagsBundle = GetComponentInChildren <MagsBundle>(); if (MNGR_MagsBundle == null) { Debug.Log("no mags bundur found"); } if (MNGR_GunsBundle == null) { Debug.Log("no guns bundur found"); } }
public GameObject FactoryBuild_MainHand(bool argIsRightySetup, Transform StemObjTransform, GunsBundle argGunsBun) { Factory_MAIN_Hand = Instantiate(MainHandObj, StemObjTransform.position, StemObjTransform.rotation) as GameObject; if (argIsRightySetup) { Factory_MAIN_Hand.transform.localScale = new Vector3(1, 1, 1); } else { Factory_MAIN_Hand.transform.localScale = new Vector3(-1, 1, 1); Factory_MAIN_Hand.transform.position = new Vector3(StemObjTransform.parent.position.x, StemObjTransform.position.y, StemObjTransform.position.z); } Factory_MAIN_Hand.name = "PlayerShootyHand"; Factory_MAIN_Hand.transform.parent = StemObjTransform.transform; Place_GUN_bunObj(argGunsBun); Factory_MAIN_Hand.GetComponent <BaseHandScript>().InitializedThisHand(argGunsBun); return(Factory_MAIN_Hand); }