private Weapon AttachWeapon(WeaponConfig weapon) { Animator animator = GetComponent <Animator>(); GetWeaponStats(weapon); return(weapon.Spawn(rightHandTransform, leftHandTransform, animator)); }
/// <summary> /// Attachs the weapon to the character /// </summary> /// <param name="weapon"></param> /// <returns></returns> private Weapon AttachWeaponToCharacter(WeaponConfig weapon) { //Spawn the weapon Animator animator = GetComponent <Animator>(); return(weapon.Spawn(m_WeaponRightHandTransform, m_WeaponLeftHandTransform, animator)); }
private Weapon AttachWeapon(WeaponConfig weapon) { Animator animator = GetComponent <Animator>(); //This takes an animation that will be passed in a seralized field and uses it to override our current animation. //This now returns a weapon return(weapon.Spawn(rightHandTransform, leftHandTransform, animator)); }
private Weapon AttachWeapon(WeaponConfig weaponConfig) { // if(gameObject.tag=="Player"&&equipment.GetItemInSlot(EquipLocation.Weapon)==null){ // equipment.AddItem(EquipLocation.Weapon,weaponConfig); // } Animator animator = anim; Weapon weapon = weaponConfig.Spawn(rightHandTransform, leftHandTransform, animator); return(weapon); }
public void EquipWeapon(WeaponConfig weaponConfig) { if (equippedWeaponConfig != null) { equippedWeaponConfig.DespawEquippedWeapon(); } Animator anim = GetComponent <Animator>(); equippedWeaponConfig = weaponConfig; currentWeapon = weaponConfig.Spawn(rightHandTransform, leftHandTransform, anim); }
private Weapon AttachWeapon(WeaponConfig weapon) { Animator anim = GetComponent <Animator>(); Weapon spawnWeapon = weapon.Spawn(rightHandTransform, leftHandTransform, anim); range = weapon.GetRange(); timeBetweenAttacks = weapon.GetTimeBetweenAttacks(); weaponDamage = weapon.GetDamage(); return(spawnWeapon); }
private Weapon AttachWeapon(WeaponConfig weapon) { Animator animator = GetComponent <Animator>(); return(weapon.Spawn(rightHand, leftHand, animator)); }
private Weapon AttachWeapon(WeaponConfig weapon) { return(weapon.Spawn(rightHandTransform, leftHandTransform, animator)); }
private Weapon AttachWeapon(WeaponConfig weaponConfig) { return(weaponConfig.Spawn(leftHandTransform, rightHandTransform, m_animator)); }
private void AttachWeapon(WeaponConfig weapon, Animator animator) { _weaponProperties = weapon.Spawn(_handTransforms, animator, out _currentWeapon); }
private Weapon AttachWeapon(WeaponConfig weapon) { return(weapon.Spawn(leftHandTransform, rightHandTransform, myAnim)); }
private Weapon AttachWeapon(WeaponConfig weapon) { Animator anim = GetComponent <Animator>(); return(weapon.Spawn(_rightHandTransform, _leftHandTransform, anim)); }
public Weapon AttachWeapon(WeaponConfig weaponConfig) { Animator animator = GetComponent <Animator>(); return(weaponConfig.Spawn(rightHandTransform, leftHandTransform, animator)); }
public void EquipWeapon(WeaponConfig weapon) { m_CurrentWeaponConfig = weapon; m_CurrentWeapon.Value = weapon.Spawn(rightHandTransform, leftHandTransform, m_Animator); }
private Weapon SetupDefaultWeapon() { return(defaultWeapon.Spawn(rightHandTransform, leftHandTransform, m_Animator)); }
private Weapon AttachWeapon(WeaponConfig weapon) { return(weapon.Spawn(rightHandTransform, leftHandTransform, GetComponent <Animator>())); }