private void HideCharacter() { weaponHandler.DestroyWeapon(); character.enabled = false; cameraFollow.CheckPlayer(character); meshRenderer.enabled = false; attachedCollider.enabled = false; character.ChangeNicknameState(); }
private void OnTriggerEnter(Collider other) { WeaponHandler weaponHandler = other.GetComponent <WeaponHandler>(); if (weaponHandler) { weaponHandler.DestroyWeapon(); weaponHandler.SetWeapon(weapon); StartCoroutine(StartCooldown()); } }