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>(); }
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); }