// Start is called before the first frame update void Start() { m_WeaponRig = GetComponentInParent <WeaponRig>(); m_Muzzle = transform.Find("Muzzle").GetComponent <ParticleSystem>(); m_Shell = transform.Find("Shell").GetComponent <ParticleSystem>(); pumpStartPos = pump.localPosition; }
protected override void Update() { UpdateAnimator(); FixWeaponIK(); _rawLookPos = GetLookPos(); if (_pc.Armed == PlayerController.EquipType.Steel) { currentWeapon = weapon1; noWeapons = false; } else if (_pc.Armed == PlayerController.EquipType.Silver) { currentWeapon = weapon2; noWeapons = false; } else { noWeapons = true; } }
public void UnequipWeapon(WeaponRig weapon) { weapon._weaponTransform.parent = weapon._disarmedWeaponParent; weapon._weaponTransform.localPosition = weapon._disarmedWeaponPosition; weapon._weaponTransform.localRotation = Quaternion.Euler(weapon._disarmedWeaponRotation); }