public override void OnInspectorGUI() { if (!skin) { skin = Resources.Load("skin") as GUISkin; } GUI.skin = skin; vCollectableMelee collectableWeapon = (vCollectableMelee)target; GUILayout.BeginVertical("Collectable Weapon by Invector", "window"); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); if (collectableWeapon.gameObject.layer == 0) { EditorGUILayout.HelpBox("Please assign the Layer to Ignore Raycast", MessageType.Warning); } EditorGUILayout.BeginVertical(); base.OnInspectorGUI(); //EditorGUILayout.HelpBox("You can create weapon handles (empty gameobject) for each weapon inside the RightHand or LeftForeArm bones.", MessageType.Info); GUILayout.EndVertical(); EditorGUILayout.EndVertical(); EditorGUILayout.Space(); EditorGUILayout.Space(); }
public void SetLeftWeaponHandler(vCollectableMelee weapon) { if (!changeWeapon) { changeWeapon = true; Transform handler = null; if (leftArmHandler != null && weapon != null) { handler = leftArmHandler.FindChild(weapon.handler); } if (handler == null && leftHandHandler != null && weapon != null) { handler = leftHandHandler.FindChild(weapon.handler); } if (weapon == null) { changeWeapon = false; return; } if (handler) { DropLeftWeapon(); weapon.transform.position = handler.position; weapon.transform.rotation = handler.rotation; weapon.transform.parent = handler; weapon.EnableMeleeItem(); SetLeftMeleeWeapon(handler); } else { changeWeapon = false; Debug.LogWarning("Missing " + weapon.name + " handler, please create and assign one at the MeleeWeaponManager"); } } }