//IEnumerator reloadCoroutine; /* protected override void OnEnable() { base.OnEnable(); } */ //set itemType protected override void Awake() { base.Awake(); _audio = GetComponent<AudioSource>(); thisItemType = ItemType.gun; _particleEmitter = bulletSpawnPoint.GetComponent<ParticleSystem>(); _shootLight = bulletSpawnPoint.GetComponent<Light>(); _physMeshSpawner = GetComponentInChildren<PhysicsMeshSpawner>(); _shootLight.enabled = false; }
void OnEnable() { selfScript = (PhysicsMeshSpawner)target; }