예제 #1
0
        /// <summary>Unequip Weapon from Holders or from Inventory (Called by the Animator)</summary>
        public virtual void Unequip_Weapon()
        {
            WeaponType   = null;
            WeaponAction = WA.None;

            if (ActiveWeapon == null)
            {
                return;
            }
            if (debug)
            {
                Debug.Log($"Unequip Weapon Type: <b>{ActiveWeapon.WeaponType.name}</b>");
            }


            ActiveWeapon.IsEquiped = false;                                                //Let the weapon know that it has been unequiped
            OnUnequipWeapon.Invoke(ActiveWeaponGameObject);                                //Let the rider know that the weapon has been unequiped.

            if (UseHolders)                                                                //If Use Holders Parent the ActiveMWeapon the the Holder
            {
                ActiveWeaponGameObject.transform.parent = ActiveHolderTransform.transform; //Parent the weapon to his original holder
                StartCoroutine(SmoothWeaponTransition(ActiveWeaponGameObject.transform, Vector3.zero, Vector3.zero, 0.3f));
            }
            else if (UseInventory && !AlreadyInstantiated && ActiveWeaponGameObject)
            {
                Destroy(ActiveWeaponGameObject);
            }

            ActiveWeaponGameObject = null; //IMPORTANT
        }
예제 #2
0
        public void UnEquip_FAST()
        {
            if (Weapon == null)
            {
                return;
            }

            if (debug)
            {
                Debug.Log($"<b>{name}:<color=cyan> [FAST UNEQUIP -> {Weapon.Holster.name} -> {Weapon.name}]</color> </b>");        //Debug
            }
            ResetCombat();

            //  LastStoredWeaponHand = Weapon.IsRightHanded;
            OnUnequipWeapon.Invoke(Weapon.gameObject);                    //Let the rider know that the weapon has been unequiped.

            if (UseHolsters)                                              //If Use holster Parent the ActiveMWeapon the the holster
            {
                Weapon.transform.parent = ActiveHolster.Transform;        //Parent the weapon to his original holster
                Weapon.transform.SetLocalTransform(Weapon.HolsterOffset); //Set the Holster Offset Option
            }
            else if (UseInventory && !AlreadyInstantiated)
            {
                Destroy(Weapon.gameObject);
            }
            OnUnequipWeapon.Invoke(Weapon.gameObject);
            Weapon = null;     //IMPORTANT
        }
예제 #3
0
        ///──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
        /// <summary>
        /// Unequip Weapon from Holders or from Inventory
        /// </summary>
        public virtual void Unequip_Weapon()
        {
            _weaponType = WeaponType.None;
            SetAction(WeaponActions.Unequip);
            LinkAnimator();

            if (Active_IMWeapon == null)
            {
                return;
            }
            if (debug)
            {
                Debug.Log("Unequip_Weapon");
            }

            Active_IMWeapon.Unequiped();                                         //Let the weapon know that it has been unequiped
            OnUnequipWeapon.Invoke(ActiveWeapon);                                //Let the rider know that the weapon has been unequiped.

            if (UseHolders)                                                      //If Use Holders Parent the ActiveMWeapon the the Holder
            {
                ActiveWeapon.transform.parent = ActiveHolderTransform.transform; //Parent the weapon to his original holder
                StartCoroutine(SmoothWeaponTransition(ActiveWeapon.transform, Vector3.zero, Vector3.zero, 0.3f));
            }
            else if (UseInventory && !AlreadyInstantiated && ActiveWeapon)
            {
                Destroy(ActiveWeapon);
            }
            activeWeapon = null;
        }
예제 #4
0
        /// <summary>Unequip Weapon from holster or from Inventory (Called by the Animator)</summary>
        public virtual void Unequip_Weapon()
        {
            //   if (!Active) return;
            ResetCombat();

            if (Weapon == null)
            {
                return;
            }

            if (debug)
            {
                Debug.Log($"<b>{name}:<color=cyan> [Unequip -> {Weapon.name}]</color> </b>"); //Debug
            }
            OnUnequipWeapon.Invoke(Weapon.gameObject);                                        //Let the rider know that the weapon has been unequiped.

            if (UseHolsters)                                                                  //If Use holster Parent the ActiveMWeapon the the holster
            {
                Weapon.transform.parent = ActiveHolster.Transform;                            //Parent the weapon to his original holster
                StartCoroutine(MTools.AlignTransform(Weapon.transform, Weapon.HolsterOffset, HolsterTime));
            }
            else if (!AlreadyInstantiated)
            {
                Destroy(Weapon.gameObject);
            }

            Weapon = null;     //IMPORTANT
        }