コード例 #1
0
        /// <summary>Unequip Weapon from holster or from Inventory (Called by the Animator)</summary>
        public virtual void Unequip_Weapon()
        {
            //   if (!Active) return;
            ResetCombat();

            if (Weapon == null)
            {
                return;
            }

            if (debug)
            {
                Debug.Log($"<b>{name}:<color=cyan> [Unequip -> {Weapon.name}]</color> </b>"); //Debug
            }
            OnUnequipWeapon.Invoke(Weapon.gameObject);                                        //Let the rider know that the weapon has been unequiped.

            if (UseHolsters)                                                                  //If Use holster Parent the ActiveMWeapon the the holster
            {
                Weapon.transform.parent = ActiveHolster.Transform;                            //Parent the weapon to his original holster
                StartCoroutine(MTools.AlignTransform(Weapon.transform, Weapon.HolsterOffset, HolsterTime));
            }
            else if (!AlreadyInstantiated)
            {
                Destroy(Weapon.gameObject);
            }

            Weapon = null;     //IMPORTANT
        }
コード例 #2
0
ファイル: RiderFPC.cs プロジェクト: gylesis/Space-Maze
        private IEnumerator C_MountAnim()
        {
            var rot = Quaternion.FromToRotation(Montura.MountPoint.up, -Gravity.Value) * Montura.MountPoint.rotation;

            yield return(MTools.AlignTransform(transform, Montura.MountPoint.position, rot, MountTime, MountAnim));


            End_Mounting();
            //  transform.rotation = Quaternion.identity;
            MainCollider.enabled = true;
        }