// Use this for initialization public void Init() { PlayerObjectAgent playerObjectAgent = PlayerInfoManager.Instance.Player.GetComponent <PlayerObjectAgent>(); playerController = playerObjectAgent.playerController; playerRigidbd = playerController.m_Rigidbody; playerAnima = playerController.m_Animator; GatherTools = playerObjectAgent.GatherTools; normalRoot = playerObjectAgent.normalRoot; normalBips = playerObjectAgent.normalBips; normalBody = playerObjectAgent.normalBody; mountRoot = playerObjectAgent.mountRoot; mountBips = playerObjectAgent.mountBips; mountBody = playerObjectAgent.mountBody; isInit = true; }
// Use this for initialization public void Init() { isInit = true; PlayerObjectAgent playerObjectAgent = PlayerInfoManager.Instance.Player.GetComponent <PlayerObjectAgent>(); weaponsInHand = playerObjectAgent.weaponsInHand; weaponsInBack = playerObjectAgent.weaponsInBack; frontTrigger = playerObjectAgent.frontTrigger; frontTrails = playerObjectAgent.frontTrails; backTrigger = playerObjectAgent.backTrigger; backTrails = playerObjectAgent.backTrails; CheckWeaponTypeForCharactor(); foreach (GameObject weapon in weaponsInHand) { MyTools.SetActive(weapon, false); } foreach (GameObject weapon in weaponsInBack) { MyTools.SetActive(weapon, false); } if (frontTrigger) { frontTrigger.enabled = false; frontTrigger.isTrigger = true; frontTrigger.tag = "PlayerWeapon"; } if (backTrigger) { backTrigger.enabled = false; backTrigger.isTrigger = true; backTrigger.tag = "PlayerWeapon"; } foreach (XftWeapon.XWeaponTrail wt in frontTrails) { wt.Init(); wt.Deactivate(); } foreach (XftWeapon.XWeaponTrail wt in backTrails) { wt.Init(); wt.Deactivate(); } }