/* * Vector3 position; * Vector3 rotation; * private void LateUpdate() * { * * } */ #endregion public void PickUp(PlayerHandler ph) { playerHolding = ph.weapons; playerHolding.handler.movement.sensitivityModifier.Add(sensitivityWhileAiming, this); playerHolding.handler.movement.movementSpeed.Add(speedWhileAiming, this); transform.SetParent(playerHolding.defaultHoldingPosition); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; GetComponent <Collider>().enabled = false; GetComponent <Rigidbody>().isKinematic = true; enabled = true; playerHolding.GetHeldWeapons(); }