public void UpdateWeaponRotation(UpdateEvent e, WeaponNode weapon, [JoinByTank] TankNode tank) { WeaponVisualRootComponent weaponVisualRoot = weapon.weaponVisualRoot; WeaponInstanceComponent weaponInstance = weapon.weaponInstance; weaponVisualRoot.transform.SetLocalRotationSafe(weaponInstance.WeaponInstance.transform.localRotation); weaponVisualRoot.transform.SetLocalPositionSafe(Vector3.zero); }
private void ApplyWeaponRotation(WeaponInstanceComponent weaponInstanceComponent, float weaponRotation) { base.Log.Debug("APPLY WEAPON_ROTATION"); Transform transform = weaponInstanceComponent.WeaponInstance.transform; transform.SetLocalRotationSafe(Quaternion.AngleAxis(weaponRotation, Vector3.up)); transform.localPosition = Vector3.zero; }
public MuzzleLogicAccessor(MuzzlePointComponent muzzleComponent, WeaponInstanceComponent weaponInstanceComponent) { this.muzzleComponent = muzzleComponent; this.weaponTransform = weaponInstanceComponent.WeaponInstance.transform; }