//------------------------------------------------- // private void FireArrow() // { // currentArrow.transform.parent = null; // Arrow arrow = currentArrow.GetComponent<Arrow>(); // arrow.shaftRB.isKinematic = false; // arrow.shaftRB.useGravity = true; // arrow.shaftRB.transform.GetComponent<BoxCollider>().enabled = true; // arrow.arrowHeadRB.isKinematic = false; // arrow.arrowHeadRB.useGravity = true; // arrow.arrowHeadRB.transform.GetComponent<BoxCollider>().enabled = true; // arrow.arrowHeadRB.AddForce( currentArrow.transform.forward * bow.GetArrowVelocity(), ForceMode.VelocityChange ); // arrow.arrowHeadRB.AddTorque( currentArrow.transform.forward * 10 ); // nocked = false; // // nockedWithType = GrabTypes.None; // currentArrow.GetComponent<Arrow>().ArrowReleased( bow.GetArrowVelocity() ); // bow.ArrowReleased(); // allowArrowSpawn = false; // Invoke( "EnableArrowSpawn", 0.5f ); // // StartCoroutine( ArrowReleaseHaptics() ); // currentArrow = null; // } // //------------------------------------------------- // private void EnableArrowSpawn() // { // allowArrowSpawn = true; // } //------------------------------------------------- // private IEnumerator ArrowReleaseHaptics() // { // yield return new WaitForSeconds( 0.05f ); // hand.otherHand.TriggerHapticPulse( 1500 ); // yield return new WaitForSeconds( 0.05f ); // hand.otherHand.TriggerHapticPulse( 800 ); // yield return new WaitForSeconds( 0.05f ); // hand.otherHand.TriggerHapticPulse( 500 ); // yield return new WaitForSeconds( 0.05f ); // hand.otherHand.TriggerHapticPulse( 300 ); // } //------------------------------------------------- private void FindBow(Inventory inventory) { for (int i = 0; i < inventory.equippedSlots.Length; i++) { if (inventory.equippedSlots[i] != null) { bow = inventory.equippedSlots[i].sceneItem.GetComponent <Longbow>(); if (bow != null) { return; } } } // bow = inventory.otherInventory.GetComponentInChildren<Longbow>(); }
//------------------------------------------------- private void FindBow() { bow = hand.otherHand.GetComponentInChildren <Longbow>(); }