public override void Initialize(AssaultRifleAK weapon) { _weaponShoot = weapon; _weaponShoot.maxDistanceRay = weaponDistance; _weaponShoot.ammoName = aName; if (!_weaponShoot.inChange) { _weaponShoot.maxAmmo = maxAmmoInStock; _weaponShoot.maxAmmoInPack = maxAmmoInStock; _weaponShoot.maxAmmoInMagazine = fullMagazine; _weaponShoot.currentAmmo = fullMagazine; _weaponShoot.inChange = true; } _weaponShoot.timeReload = reloadTime; _weaponShoot.nonIgnoreLayer = nonCollisionLayer; _weaponShoot._bulletRifle = bulletWeapon; // _weaponShoot._fightAction = fightAction; _weaponShoot.Initialize(); }
// public Animator aAnimaton; //TODO: приписать сюда аудиоклип public abstract void Initialize(AssaultRifleAK weapon);
public void Initialize(AbstractWeapon abstractWeapon, AssaultRifleAK weaponHolder) { _abstractWeapon = abstractWeapon; _fireRate = abstractWeapon.fireRate; abstractWeapon.Initialize(weaponHolder); }