protected override void Start() { base.Start(); m_rangedWeaponData = m_unitView.UnitData.rangedWeapon; GetEyeHeight(); this.enabled = false; }
//this bool is used to decide if the action is avialable to the player or not. public override bool CheckAvailable() { if (actioningUnit.GetComponent <Priming>() != null) { if (actioningUnit.GetComponent <Priming>().enabled == true) { return(false); } } if (actioningUnit.focus == null) { return(false); } if (!RangeFinder.LineOfSight(actioningUnit, actioningUnit.focus)) { return(false); } if (actioningUnit.mainWeapon.weaponData.rangeType == WeaponData.Range.ranged) { RangedWeaponData rangedWeapon = actioningUnit.GetComponent <RangedWeapon>().rangedWeaponData; if (rangedWeapon.currentAmmo <= 0) { return(false); } } else if (actioningUnit.mainWeapon.weaponData.rangeType == WeaponData.Range.melee && actioningUnit.mainWeapon.weaponData.weight >= ItemData.Weight.medium) { } else { return(false); } if (actioningUnit.unitInfo.currentBreath > 0) { return(true); } else { return(false); } }
private void Awake() { rwData = weaponData as RangedWeaponData; }