//무기 취소 함수 private void CancelPreWeaponAction() { switch (currentWeaponType) { case "GUN": theGunController.CancelFineSight(); theGunController.CancelReload(); GunController.isActivate = false; break; case "HAND": HandController.isActivate = false; if (HandController.currentKit != null) { theHandController.Cancel(); } if (QuickSlotController.go_HandItem != null) { Destroy(QuickSlotController.go_HandItem); } break; case "AXE": AxeController.isActivate = false; break; case "PICKAXE": PickaxeController.isActivate = false; break; } }
private void CancelWeaponAction() { switch (currentWeaponType) { case "GUN": gunController.CancelFineSight(); gunController.CancelReload(); GunController.isActive = false; break; case "HAND": HandController.isActive = false; break; } }
private void CancelPreWeaponAction() { switch (currentWeaponType) { case "GUN": theGunController.CancelFineSight(); // 정조준 상태 해제 theGunController.CancelReload(); // 재장전 상태 해제 GunController.isActive = false; break; case "HAND": HandController.isActive = false; break; } }
// 무기 취소 함수. private void CancelPreWeaponAction() { switch (currentWeaponType) { case "GUN": gunController.CancelFineSight(); gunController.CancelReload(); GunController.isActivate = false; break; case "MELEE_WEAPON": AxeController.isActivate = false; HandController.isActivate = false; PickaxeController.isActivate = false; break; } }
private void CancelPreWeaponAction() { switch (currentWeaponType) { case "GUN": theGunController.CancelFineSight(); theGunController.CancelReload(); GunController.isActivate = false; break; case "HAND": HandController.isActivate = false; break; case "AXE": AxeController.isActivate = false; break; case "PICKAXE": PickaxeController.isActivate = false; break; } }