public void Awake() { this.weapon.weaponFire.onStart += this.OnWeaponFire; this.weapon.weaponFire.RegisterStartCondition(() => !IsColliding()); this.weapon.footstep.handler += this.OnFootstep; // Springs this.eulerSpring = new SpringPhysics(this.rotationalStiffness, this.rotationalDamping); this.positionSpring = new SpringPhysics(this.positionalStiffness, this.positionalDamping); }
public override void Awake() { base.Awake(); this.eulerSpring = new SpringPhysics(this.rotationalStiffness, this.rotationalDamping); }