// public override void Drop(float force, float torque) // { // base.Drop(force, torque); // } public override void Take(WeaponInput w) { base.Take(w); GameObject takeGO = weaponModuleBase.grabSoundPool.GetCurrentPooledGameObject(); SpawnUtilities.instance.SetGOPosition(takeGO, trsf, false); }
public virtual void Take(WeaponInput w) { highLightSystem.hightLight = false; inHand = true; SetPhysics(inHand); weaponInput = w; trsf.SetParent(w.transform); SetPhysics(inHand); player.GetItems(); StartCoroutine(GrabSequence()); }
public virtual void Drop(float force, float torque) { GameObject dropGO = ObjectPoolManager.instance.Drop01_AS.GetCurrentPooledGameObject(); SpawnUtilities.instance.SetGOPosition(dropGO, trsf, false); StopAllCoroutines(); inHand = false; UpdateUI(true); weaponInput.currentGenericItem = null; weaponInput.itemInHand = false; weaponInput = null; SetPhysics(inHand); trsf.SetParent(parent); rgdBody.AddForce(trsf.forward * force, ForceMode.VelocityChange); rgdBody.AddTorque(trsf.right * torque, ForceMode.VelocityChange); player.GetItems(); }
private void Awake() { _car = GetComponent <Car>(); _input = new WeaponInput(); _input.FireOn += FireOn; _input.FireOff += FireOff; _input.SwitchWeapon += SwitchWeapon; _input.Init(); _weapon = new BaseWeapon[_car.WeaponMounts.Length]; for (int i = 0; i < _car.WeaponMounts.Length; i++) { _weapon[i] = new Machinegun(); _weapon[i].SetOrigin(transform, _car.WeaponMounts[i]); } }