void Equip_Gun(GameObject Gun) { if (Gun_Equipped == null) { Gun_Equipped = Gun.GetComponent <MoveCrossHair>(); Gun.transform.parent = Hand.transform; Gun_Equipped.is_equipped = true; Gun.transform.localPosition = new Vector2(0, 0); } }
void ThrowLeft() { if (LeftGun_object != null) { if (this.gameObject.CompareTag("TopPlayer")) { LeftGun_object.pass_the_gun(1); LeftGun_object = null; } else { LeftGun_object.pass_the_gun(0); LeftGun_object = null; } } }
void ThrowRight() { if (RightGun_object != null) { if (this.gameObject.CompareTag("TopPlayer")) { RightGun_object.pass_the_gun(1); RightGun_object = null; } else { RightGun_object.pass_the_gun(0); RightGun_object = null; } } }
void Equip_Gun(GameObject Gun) { if (RightGun_object == null) { RightGun_object = Gun.GetComponent <MoveCrossHair>(); Gun.transform.parent = Right_hand.transform; RightGun_object.is_equipped = true; Gun.transform.localPosition = new Vector2(0, 0); } else if (LeftGun_object == null) { LeftGun_object = Gun.GetComponent <MoveCrossHair>(); Gun.transform.parent = left_hand.transform; LeftGun_object.is_equipped = true; Gun.transform.localPosition = new Vector2(0, 0); } }