public bool PrepareWeapon() { if (Weapon) { if (Weapon.gameObject.IsPrefab()) //if it is a prefab then instantiate it!! { if (Transform.childCount > 0) { Object.Destroy(Transform.GetChild(0).gameObject); } Weapon = GameObject.Instantiate(Weapon, Transform); Weapon.name = Weapon.name.Replace("(Clone)", ""); Weapon.transform.SetLocalTransform(Weapon.HolsterOffset); } var mweapon = Weapon.GetComponent <MWeapon>(); if (mweapon != null) { mweapon.Holster = ID; } var IsCollectable = Weapon.GetComponent <ICollectable>(); IsCollectable?.Pick(); return(true); } return(false); }
/// <summary> Performs a Fast equiping of a MWeapon</summary> /// <param name="weapon">Weapon to equip</param> /// <param name="doParent">Parent the weapon to the Hand, it also resets the scale to 1.1.1</param> public virtual void Equip_FAST(MWeapon weapon, bool doParent = true) { Weapon = weapon; if (debug) { Debug.Log($"<b>{name}:<color=cyan> [FAST EQUIP -> {Weapon.Holster.name} -> {Weapon.name}]</color> </b>"); //Debug } ExitAim(); SendMessage(Weapon.IsRightHanded ? FreeRightHand : FreeLeftHand, true); //IK REINS WeaponType = Weapon.WeaponType; WeaponAction = WA.Idle; //Set the Action to Equip CombatMode = true; Weapon.PrepareWeapon(this); Weapon.GetComponent <ICollectable>()?.Pick(); Weapon.PlaySound(0); //Play Draw Sound if (doParent) { Weapon.gameObject.SetActive(true); //Set the Game Object Instance Active ParentWeapon(); Weapon.transform.SetLocalTransform(Weapon.PositionOffset, Weapon.RotationOffset, Vector3.one); //Local position when is Parent to the weapon } OnEquipWeapon.Invoke(Weapon.gameObject); }
/// <summary>If the Rider had a weapon before mounting.. equip it. /// The weapon need an |IMWeapon| Interface, if not it wont be equiped</summary> public virtual void SetWeaponBeforeMounting(MWeapon weapon) { if (weapon == null) { return; } Weapon = weapon; if (Weapon) //If the weapon doesn't have IMweapon Interface do nothing { CombatMode = true; Weapon.PrepareWeapon(this); Holster_SetActive(Weapon.HolsterID); //Set the Active holster for the Active Weapon WeaponType = Weapon.WeaponType; //Set the Weapon Type WeaponAction = WA.Idle; OnEquipWeapon.Invoke(Weapon.gameObject); Weapon.GetComponent <ICollectable>()?.Pick(); ExitAim(); Weapon.gameObject.SetActive(true); //Set the Game Object Instance Active ParentWeapon(); SendMessage(Weapon.IsRightHanded ? FreeRightHand : FreeLeftHand, true); //IK REINS Message if (debug) { Debug.Log($"<b>{name}:<color=cyan> [EQUIP BEFORE MOUNTING -> {Weapon.Holster.name} -> {Weapon.name}]</color> </b>"); //Debug } Weapon.gameObject.SetActive(true); //Set the Game Object Instance Active ParentWeapon(); Weapon.GetComponent <ICollectable>()?.Pick(); } }