protected override void Start()
        {
            base.Start();

            StateBehaviour[] arrBehaviour = m_animator.GetBehaviours <StateBehaviour>();
            for (int i = 0; i < arrBehaviour.Length; ++i)
            {
                arrBehaviour[i].EventStateEnter += OnAnimStateEnter;
                arrBehaviour[i].EventStateExit  += OnAnimStateExit;
            }

            m_equipment = GetComponent <CharacterEquipment>();
        }
Esempio n. 2
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        public void ApplyReward(int itemID)
        {
            //TODO 임시용. 추후에 데이터 생성되면 수정 요망
            GameObject katanaObject = Resources.Load("Prefabs/Weapon/Katana") as GameObject;

            GameObject         newObject = Instantiate(katanaObject);
            CharacterEquipment equip     =
                GameManager.instance.gameMode.playerObject.GetComponent <CharacterEquipment>();

            equip.Equipped(equip.backJoint, newObject.transform);
            equip.SetMainWeapon(newObject.transform);

            GameEvent.instance.OnEventNotice("Katana를 손에 넣었다", 2f, false);

            SkillData       skill     = GameData.instance.skillData[1];
            PlayerCharacter character = GameManager.instance.gameMode.playerObject;

            SkillSet.BindSKill(character, skill);

            GameEvent.instance.OnEventNotice("Default Attck Skill을 손에 넣었다", 2f, false);
        }