void PullRifle() { if (currentGunType != typesOfGuns.Rifle) { if (currentGunType != typesOfGuns.lack) { gun.transform.parent = inventory; gun.SetActive(false); } rifle.SetActive(true); gun = rifle; gun.transform.parent = PDlon.transform; if (!facingRight && gun.transform.localScale.x < 0) { Vector3 tScale = gun.transform.localScale; tScale.x *= -1; gun.transform.localScale = tScale; gun.transform.localRotation = Quaternion.Euler(0, 0, 0); praweWyciagniecieBroni = false; } else { gun.transform.localRotation = Quaternion.Euler(0, 0, 217); praweWyciagniecieBroni = true; } gun.transform.localPosition = new Vector3(-0.155f, -0.083f, 0); PRamie.transform.localRotation = Quaternion.Euler(0, 0, 114); PReka.transform.localRotation = Quaternion.Euler(0, 0, 20.25f); LRamie.transform.localRotation = Quaternion.Euler(0, 0, 173); LReka.transform.localRotation = Quaternion.Euler(0, 0, 290); gun.GetComponent <Gun>().ReloadFun(0f); currentGunType = typesOfGuns.Rifle; } }
void dropWeapon() { gun.transform.parent = null; if (facingRight) { gun.transform.localPosition += new Vector3(0.5f, 0, 0); } else { gun.transform.localPosition += new Vector3(-0.5f, 0, 0); } if (gun.transform.localScale.x < 0) { Vector3 tScale = gun.transform.localScale; tScale.x *= -1; gun.transform.localScale = tScale; } gun.transform.rotation = Quaternion.Euler(0, 0, 0); gun.GetComponent <Dropped>().Drop(); gun = null; currentGunType = typesOfGuns.lack; }
// Wyciagniecie Pistoletu void PullPistol() { if (currentGunType != typesOfGuns.Pistol) { if (currentGunType != typesOfGuns.lack) { gun.transform.parent = inventory; gun.SetActive(false); } pistol.SetActive(true); gun = pistol; gun.transform.parent = PDlon.transform; if (!facingRight && gun.transform.localScale.x < 0) { Vector3 tScale = gun.transform.localScale; tScale.x *= -1; gun.transform.localScale = tScale; gun.transform.localRotation = Quaternion.Euler(0, 0, 0); praweWyciagniecieBroni = false; } else { gun.transform.localRotation = Quaternion.Euler(0, 0, 265); praweWyciagniecieBroni = true; } gun.transform.localPosition = new Vector3(0.02f, -0.05f, 0); PRamie.transform.localRotation = Quaternion.Euler(0, 0, 173); PReka.transform.localRotation = Quaternion.Euler(0, 0, 283); LRamie.transform.localRotation = Quaternion.Euler(0, 0, 155); LReka.transform.localRotation = Quaternion.Euler(0, 0, 308); gun.GetComponent <Gun>().ReloadFun(0f); currentGunType = typesOfGuns.Pistol; } }