예제 #1
0
 // 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;
 }
예제 #2
0
        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;
            }
        }
예제 #3
0
 public void UnequipWeapon(WeaponRig weapon)
 {
     weapon._weaponTransform.parent        = weapon._disarmedWeaponParent;
     weapon._weaponTransform.localPosition = weapon._disarmedWeaponPosition;
     weapon._weaponTransform.localRotation = Quaternion.Euler(weapon._disarmedWeaponRotation);
 }