private void BulletActivationControl() { if (currentBaseState.nameHash == basicAtackState) { float playbackTime = currentBaseState.normalizedTime % 1; if (playbackTime >= activationTime) { bulletRenderer.enabled = true; shootingAnimationControl = BulletShootingControl; } } }
private void BulletShootingControl() { if (currentBaseState.nameHash == basicAtackState) { float playbackTime = currentBaseState.normalizedTime % 1; if (playbackTime >= shootTime) { bulletRenderer.enabled = false; Shoot(); animator.SetBool("Atack", false); shootingAnimationControl = Idle; } } }
void Awake() { networkView.group = 0; bulletSpawner = this.transform.FindChild("BulletSpawner"); data = GetComponent<PlayerData>(); animator = this.transform.FindChild("Animator").GetComponent<Animator>(); bulletRenderer = transform.Find("Animator").Find("Armature").Find("Bone").Find("Bone_001").Find("Bone_L") .Find("Bone_L_001").Find("Bullet").GetComponent<MeshRenderer>(); shootingAnimationControl = Idle; }
private void BasicAtack() { animator.SetBool("Atack", true); shootingAnimationControl = BulletActivationControl; }