/// /// /// // Use this for initialization void Start() { WeaponManager wm = this.GetComponent<WeaponManager>(); Debug.Log("WeaponHand"); wm.setUpForPlay(); wm.loadUnlockedWeapons(ref equips); currentEquippedWeapon = equips[0]; fired = false; player = GameObject.FindWithTag("Player"); rightHand = GameObject.Find("Beta/Beta:Hips/Beta:Spine/Beta:Spine1/Beta:Spine2/Beta:RightShoulder/Beta:RightArm/Beta:RightForeArm/Beta:RightHand"); // Draw the initial weapons mat and mes renderer.material = currentEquippedWeapon.getMaterial(); this.GetComponent<MeshFilter>().mesh = currentEquippedWeapon.getMesh(); this.transform.localEulerAngles = currentEquippedWeapon.getRotation(); currentEquippedWeapon.setTransform(this.transform); // Load List of available weapons from InventoryManager //Debug.Log(reloadTime); // For rigidBody Ammo // Default is grenade launcher, this code will be changed once we have a filesystem or database to load from reloadTime = currentEquippedWeapon.getReloadTime(); currentEquippedWeapon.setReloadTimer(reloadTime+1.0f); reloadTimer = currentEquippedWeapon.getReloadTimer(); currentEquippedWeapon.setReloadTime(0.5f); //equips[0].setShotPower(1000); currentEquippedWeapon.setShotOffset(2); currentEquippedWeapon.setShotPower(900); /*************************************/ // Add Weapons to equips // equips[i] = new Laser(); }