void spawnAlly() { AllyController a = (AllyController)Instantiate(ally); people.Add(a); a.gm = this; }
public void Incarnate(AllyController ally) { Debug.Log("Incarnated"); UnitSelector.instance.BlockSelection = true; Hand hand = player.GetHand(handType); if (hand == null) { hand = player.GetHand(SteamVR_Input_Sources.Any); } this.hand = hand; objectInstance = Instantiate(ally.configuration.leftObject); objectInstance.transform.position = hand.transform.position; objectInstance.AttachToHand(hand); transform.position = ally.transform.position; var camera = GetComponentInChildren <Camera>(); //camera.transform.forward = ally.transform.forward; var forwardRotation = ally.transform.rotation * Quaternion.Inverse(camera.transform.rotation); Vector3 newRotattion = new Vector3(0f, forwardRotation.eulerAngles.y, 0f); transform.rotation = Quaternion.Euler(newRotattion); belt.ConfigureBelt(ally.configuration); belt.gameObject.SetActive(true); ally.gameObject.SetActive(false); CharacterStats cs = ally.GetComponent <CharacterStats>(); incarnatedAlly = cs; currentHealth = cs.CurrentHealth; isIncarnated = true; }
public void turninQuest(AllyController turninTo, int questID) { Quest q = getQuest(questID); if (q != null) { if (q.getQuestGiver() == turninTo) { if (q.isComplete()) { q.giveReward(questLogOwner); quests.Remove(q); } else { Debug.Log("Quest not yet ready to turn in"); } } else { //quest not turned in to correct person Debug.Log("Quest not turned in to correct person"); } } else { //quest does not exist in log Debug.Log("Quest not found in questlog"); } }
private void Start() { ally = GetComponent <AllyController>(); anim = GetComponent <Animator>(); shoulder = anim.GetBoneTransform(HumanBodyBones.RightUpperArm).transform; aimPivot = new GameObject().transform; aimPivot.name = "aim_pivot"; aimPivot.transform.parent = transform; r_Hand = new GameObject().transform; r_Hand.name = "right_hand"; r_Hand.transform.parent = aimPivot; l_Hand = new GameObject().transform; l_Hand.name = "left_hand"; l_Hand.transform.parent = aimPivot; Main_Weapon_Setting(); Sub_Weapon_Setting(); Third_Weapon_Setting(); Right_hand_setting(); AI_IKweaponState = ally.weaponType; }
public void AsignPosition() { if (allyMove != null) { foreach (var hand in hands) { if (SteamVR_Input.GetStateDown("Shoot", hand.handType)) { HandSelector hs = hand.GetComponentInChildren <HandSelector>(); if (hs != null) { Ray ray = new Ray(hs.transform.position, hs.transform.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, 50f)) { Debug.Log(hit.transform.gameObject); allyMove.SetPoint(hit.point); } allyMove = null; } } } } }
void Start() { // Hit sound source = GetComponent <AudioSource>(); // Ship reference ship = GetComponentInParent <AllyController>(); }
public static void initRandomQuest(AllyController owner) { if (owner.questToGive == null && owner.leader == null) { QuestObjective randObjective = (QuestObjective)Random.Range(0, System.Enum.GetValues(typeof(QuestObjective)).Length - 1); owner.questToGive = new Quest(owner, randObjective, (randObjective.Equals(QuestObjective.KILL) ? 1 : Random.Range(2, 4)), (int)Random.Range(3, 10)); } }
// Use this for initialization void Start() { allyController = GameObject.Find("FriendlyController").GetComponent<AllyController>(); enemyController1 = GameObject.Find("EnemySquad1").GetComponent<Controller>(); enemyController2 = GameObject.Find("EnemySquad2").GetComponent<Controller>(); enemyController3 = GameObject.Find("EnemySquad3").GetComponent<Controller>(); managerText = GameObject.Find("GameManager").GetComponent<GUI_Text>(); }
public void ChangeBarracks(AllyController other) { barrack = other.barrack; ChangeTarget(other); if (other.barrack != null) { other.barrack.Occupy(this); } availability = false; }
protected void Start() { agent = GetComponent <NavMeshAgent>(); if (target != null) { SetTarget(target); } agent.stoppingDistance = interactRadious; controller = GetComponent <AllyController>(); }
public void SetConstruction(Barracks objToConstruct, Transform t) { AllyController a = GetComponent <AllyController>(); a.SetPrioirityPoint(t.position); constructPosition = t.position; constructionRotation = t.rotation; isBuilding = true; objAssignedToConstruct = objToConstruct; home = transform.position; }
void spawnAlly() { AllyController a = (AllyController)Instantiate(ally); people.Add(a); a.gm = this; a.personName = "Billy"; a.transform.position = new Vector3(2, 0, 0); a.addWeapon("Pistol"); }
private void handleQuestInput(AllyController a) { if (questLog.quests.Contains(a.questToGive)) { questLog.turninQuest(a, a.questToGive.getQuestID()); } else { a.assignQuest(questLog); } }
public void Occupy(AllyController newOccupant) { if (occupant != null) { occupant.ChangeBarracks(newOccupant); } else { newOccupant.SetPrioirityPoint(GetStandPoint.position); } occupant = newOccupant; }
private int ClosestDistanceSort(AllyController x, AllyController y) { var distancex = Vector3.Distance(x.transform.position, transform.position); var distancey = Vector3.Distance(y.transform.position, transform.position); if (distancex > distancey) { return 1; } else { return -1; } }
public int getBuildRate() { if (transform.gameObject.tag == "Ally") { AllyController ac = transform.GetComponent <AllyController> (); return(ac.stats.buildRate); } else if (transform.gameObject.tag == "Player") { PlayerController pc = transform.GetComponent <PlayerController> (); return(pc.buildRate); } return(0); }
public Quest(AllyController _questGiver, QuestObjective _questObjective, int _objectiveID, int _completionAmmount) { do { questID = Random.Range(0, 1000); } while (idList.Contains(questID)); Quest.idList.Add(questID); questGiver = _questGiver; questObjective = _questObjective; Debug.Log("Quest Objective: " + questObjective); objectiveID = _objectiveID; Debug.Log("ObjectiveID: " + objectiveID); completionAmmount = _completionAmmount; setName(); }
public void deselectAlly() { if (selectedAlly != null) { foreach (GameObject obj in selectedAlly.waypoints) { obj.SetActive(false); } selectedAlly = null; if (selectRing != null) { Destroy(selectRing); } selectRing = null; } }
public bool loadAlly(string[] info) { if (info.Length < 4) { return(false); } AllyController a = (AllyController)Instantiate(ally); people.Add(a); a.gm = this; a.personName = info[0]; a.transform.position = new Vector3(float.Parse(info[1]), float.Parse(info[2]), 0); a.health = int.Parse(info [3]); //Give person starting weapon a.addWeapon("Pistol"); return(true); }
void getManagerActions() { if (Input.GetKeyDown(KeyCode.J)) { for (int i = 0; i < spawnAmount; i++) { spawnEnemy(); } } if (Input.GetKeyDown(KeyCode.Space)) { modeIndex = (modeIndex + 1) % modes.Length; playerMode = modes[modeIndex]; selectedAlly = null; Destroy(selectRing); selectRing = null; } if (Input.GetKeyDown(KeyCode.Escape)) { paused = !paused; cam.SetCustomCursor(); } }
// Use this for initialization void Start() { ApplicationModel.savePath = Application.streamingAssetsPath + "/saves/"; mainMenu.gameObject.SetActive(true); settingsMenu.gameObject.SetActive(false); easyButton = settingsMenu.transform.Find("Difficulty_Easy").GetComponent <Button> (); mediumButton = settingsMenu.transform.Find("Difficulty_Medium").GetComponent <Button> (); hardButton = settingsMenu.transform.Find("Difficulty_Hard").GetComponent <Button> (); volumeSlider = settingsMenu.Find("Volume Slider").GetComponent <Slider>(); loadMenu.gameObject.SetActive(false); loadOneButton = loadMenu.transform.Find("Load_One_Button").GetComponent <Button> (); loadTwoButton = loadMenu.transform.Find("Load_Two_Button").GetComponent <Button> (); loadThreeButton = loadMenu.transform.Find("Load_Three_Button").GetComponent <Button> (); setDifficultyEasy(); player = (PlayerController)Instantiate(player); player.gm = this; player.personName = "DummyPlayer"; personKill.Add(player); dummyAlly = (AllyController)Instantiate(ally); people.Add(dummyAlly); dummyAlly.gm = this; dummyAlly.personName = "DummyBilly"; dummyAlly.transform.position = new Vector3(-6.25f, -1.75f, 0); dummyAlly.addWaypoint(new Vector3(-4, 2, 0)); dummyAlly.addWaypoint(new Vector3(-4, -1.5f, 0)); dummyAlly.addWaypoint(new Vector3(-8, 0, 0)); dummyAlly.stats.mode = "Points"; dummyAlly.rotationFix = 45.0f; foreach (GameObject obj in dummyAlly.waypoints) { obj.SetActive(false); } dummyAlly.health = 999999999; }
void addAlly(AllyController ally) { allies.Add(ally); ally.leader = this; ally.mode = AllyController.Mode.standstill; }
// Update is called once per frame void Update() { if (!ready) { return; } if (paused) { if (Input.GetKeyDown(KeyCode.Escape)) { paused = !paused; cam.SetCustomCursor(); foreach (AllyController a in people) { if (a.followingPath) { a.StartCoroutine("FollowPath"); } } foreach (EnemyController e in enemies) { if (e.followingPath) { e.StartCoroutine("FollowPath"); } } } else { foreach (AllyController a in people) { a.StopCoroutine("FollowPath"); } foreach (EnemyController e in enemies) { e.StopCoroutine("FollowPath"); } } ui.GMUpdate(); return; } updateDayNightCycle(); spawner.checkSpawnTime(); //Get Game Actions getManagerActions(); //Update UI ui.GMUpdate(); //Update Player player.GMUpdate(); //Update Camera cam.GMUpdate(); //Update Bullets foreach (Bullet b in bullets) { b.GMUpdate(); if (b.kill) { bulletKill.Add(b); } } //Update Enemies foreach (EnemyController e in enemies) { if (getEuclideanDistance(player, e) < 20) { if (e.interrupted) { e.interrupted = false; e.StartCoroutine("FollowPath"); } e.GMUpdate(); if (e.kill) { personKill.Add(e); } } else if (e.followingPath && !e.interrupted) { e.StopCoroutine("FollowPath"); e.interrupted = true; } } //Update Allies foreach (AllyController a in people) { a.GMUpdate(); if (a.kill) { personKill.Add(a); } recheckPaths = false; } //Updated selectedAlly if (selectedAlly != null) { if (selectRing == null) { string load = "Other/SelectRing"; selectRing = (GameObject)Instantiate(Resources.Load(load, typeof(GameObject)) as GameObject); foreach (GameObject obj in selectedAlly.waypoints) { obj.SetActive(true); } } selectRing.transform.position = new Vector3(selectedAlly.transform.position.x, selectedAlly.transform.position.y, 0); } //Update Buildings foreach (Building b in buildings) { b.GMUpdate(); if (b.kill) { buildingKill.Add(b); } } //Update Spawn Pylons foreach (SpawnPylon p in pylons) { p.GMUpdate(); if (p.kill) { pylonKill.Add(p); } } //Destroy each object in the kill list and clear it foreach (PersonController p in personKill) { PathRequestManager.RemoveRequest(p); if (p.gameObject.tag == "Enemy") { enemies.Remove((EnemyController)p); if (targetedEnemies.IndexOf((EnemyController)p) >= 0) { targetedEnemies.Remove((EnemyController)p); } } else if (p.gameObject.tag == "Ally") { people.Remove((AllyController)p); if (p == selectedAlly) { selectedAlly = null; Destroy(selectRing); selectRing = null; } } foreach (PersonController other in p.othersInfluenced) { if (other.gameObject.tag == "Enemy") { EnemyController temp = (EnemyController)other; temp.stats.proximityAllies.Remove(p); temp.stats.proximityEnemies.Remove(p); temp.stats.proximityNPCs.Remove(p); } else if (other.gameObject.tag == "Ally") { AllyController temp = (AllyController)other; temp.stats.proximityAllies.Remove(p); temp.stats.proximityEnemies.Remove(p); temp.stats.proximityNPCs.Remove(p); } } p.StopCoroutine("FollowPath"); Destroy(p.gameObject); } personKill.Clear(); //Destroy buildings in kill list and clear it foreach (Building b in buildingKill) { buildings.Remove(b); Destroy(b.gameObject); } buildingKill.Clear(); //Destroy pylons in kill list and clear it foreach (SpawnPylon p in pylonKill) { pylons.Remove(p); Destroy(p.gameObject); } pylonKill.Clear(); //Destroy bullets in kill list and clear it foreach (Bullet b in bulletKill) { bullets.Remove(b); Destroy(b.gameObject); } bulletKill.Clear(); }
public void addAlly(AllyController ally) { allies.Add(ally); ally.leader = this; ally.stats.mode = "Standstill"; }
void removeAlly(AllyController ally) { allies.Remove(ally); }
public void DesOccupy() { occupant = null; }
void getActions() { if (gm.playerMode == "Combat") //Get actions for Combat mode //Changing Weapons { if (Input.GetKeyDown(KeyCode.Alpha1) && weapons.Count > 0 && currentWeapon != 0) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 0; gm.ui.selectWeapon(0); return; } else if (Input.GetKeyDown(KeyCode.Alpha2) && weapons.Count > 1 && currentWeapon != 1) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 1; gm.ui.selectWeapon(1); return; } else if (Input.GetKeyDown(KeyCode.Alpha3) && weapons.Count > 2 && currentWeapon != 2) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 2; gm.ui.selectWeapon(2); return; } else if (Input.GetKeyDown(KeyCode.Alpha4) && weapons.Count > 3 && currentWeapon != 3) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 3; gm.ui.selectWeapon(3); return; } else if (Input.GetKeyDown(KeyCode.Alpha5) && weapons.Count > 4 && currentWeapon != 4) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 4; gm.ui.selectWeapon(4); return; } else if (Input.GetKeyDown(KeyCode.Alpha6) && weapons.Count > 5 && currentWeapon != 5) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = 5; gm.ui.selectWeapon(5); return; } else if (Input.GetKeyDown(KeyCode.Q) && weapons.Count > 1) { //Select previous weapon reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = (currentWeapon - 1); if (currentWeapon < 0) { currentWeapon = weapons.Count - 1; } gm.ui.selectWeapon(currentWeapon); return; } else if (Input.GetKeyDown(KeyCode.E) && weapons.Count > 1) { //Select next weapon reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); currentWeapon = (currentWeapon + 1) % weapons.Count; gm.ui.selectWeapon(currentWeapon); return; } if (!reloading) { if (Input.GetMouseButton(0)) { fireWeapon(); } else { if (attackTimer < weapons [currentWeapon].fireRate) { attackTimer += Time.deltaTime; } else { attackTimer = weapons [currentWeapon].fireRate; } } if ((Input.GetKeyDown(KeyCode.R) || (Input.GetMouseButton(0) && weapons [currentWeapon].currentLoaded == 0)) && (weapons [currentWeapon].ammoPool > 0 || weapons [currentWeapon].ammoPool == -1) && weapons[currentWeapon].currentLoaded != weapons[currentWeapon].clipSize && weapons [currentWeapon].clipSize != -1) { reloading = true; } } else { if (Input.GetMouseButton(0) && weapons [currentWeapon].currentLoaded > 0) { reloading = false; weapons [currentWeapon].SendMessage("interruptReload"); fireWeapon(); } } if (Input.GetMouseButtonDown(1)) //Player right-clicks in Combat mode { GameObject obj = gm.getClickedObject(2); if (obj != null) { if (obj.tag == "Enemy") { //Target enemy Debug.Log("Enemy targeted"); gm.targetEnemy(obj.GetComponent <EnemyController> ()); } } } } else if (gm.playerMode == "Command") //Get actions for Command mode { if (Input.GetMouseButtonDown(0)) { if (gm.setWaypoints && gm.selectedAlly != null) { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); gm.selectedAlly.addWaypoint(mousePos); } else { GameObject obj = gm.getClickedObject(0); if (obj != null) { if (obj.tag == "Ally") { gm.selectedAlly = obj.GetComponent <AllyController> (); } else if (!EventSystem.current.IsPointerOverGameObject()) { gm.deselectAlly(); } } else if (!EventSystem.current.IsPointerOverGameObject()) { gm.deselectAlly(); } } } else if (Input.GetMouseButtonDown(1)) { if (gm.selectedAlly != null) { if (gm.setWaypoints) { Debug.Log("Removing waypoint"); GameObject obj = gm.getClickedObject(0); if (obj != null) { if (obj.tag == "Waypoint") { gm.selectedAlly.movePoints.Remove(obj.transform.position); Destroy(obj); } } } else { gm.selectedAlly.commandMove(Camera.main.ScreenToWorldPoint(Input.mousePosition)); } } } else if (Input.GetKeyDown(KeyCode.Q) && gm.selectedAlly != null) { gm.selectedAlly.removeLastWaypoint(); } else if (Input.GetKeyDown(KeyCode.E) && gm.selectedAlly != null) { gm.toggleWaypoints(); } } else if (gm.playerMode == "Build") //Get actions for Build mode //Will Change Building according to UI Building Tier selected in the dropdown { if (Input.GetKeyDown(KeyCode.Alpha1) && buildingSelected != 1) { gm.ui.forceBuildingChange(0); checkMaterials = true; return; } else if (Input.GetKeyDown(KeyCode.Alpha2) && buildingSelected != 2) { gm.ui.forceBuildingChange(1); checkMaterials = true; return; } else if (Input.GetKeyDown(KeyCode.Alpha3) && buildingSelected != 3) { gm.ui.forceBuildingChange(2); checkMaterials = true; return; } else if (Input.GetKeyDown(KeyCode.Alpha4) && buildingSelected != 4) { gm.ui.forceBuildingChange(3); checkMaterials = true; return; } if (gm.devMode) { if (Input.GetKeyDown(KeyCode.U)) { playerInventory ["cloth"]++; checkMaterials = true; } if (Input.GetKeyDown(KeyCode.I)) { playerInventory ["wood"]++; checkMaterials = true; } if (Input.GetKeyDown(KeyCode.O)) { playerInventory ["stone"]++; checkMaterials = true; } if (Input.GetKeyDown(KeyCode.P)) { playerInventory ["metal"]++; checkMaterials = true; } } if (Input.GetKeyDown(KeyCode.R)) { buildingRotation = !buildingRotation; } if (Input.GetKeyDown(KeyCode.E) || (gm.build && Input.GetMouseButtonDown(1))) { gm.toggleBuild(false); } if (Input.GetKeyDown(KeyCode.Q)) { gm.toggleBuildDestroy(); } if (checkMaterials) { enoughMaterials = false; Building temp = null; switch (buildingSelected) { case 1: temp = Resources.Load("Buildings/Tier1Wall", typeof(Building)) as Building; break; case 2: temp = Resources.Load("Buildings/Tier2Wall", typeof(Building)) as Building; break; case 3: temp = Resources.Load("Buildings/Tier3Wall", typeof(Building)) as Building; break; case 4: temp = Resources.Load("Buildings/Toolbench", typeof(Building)) as Building; break; } enoughMaterials = checkBuildingMaterials(temp); checkMaterials = false; } if (gm.build && Input.GetMouseButtonDown(0) && gm.ui.pd.checkPlacement()) { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); string loadBuilding = "Buildings/"; switch (buildingSelected) { case 1: loadBuilding += "Tier1Wall"; break; case 2: loadBuilding += "Tier2Wall"; break; case 3: loadBuilding += "Tier3Wall"; break; case 4: loadBuilding += "Toolbench"; break; } Building newBuilding = Resources.Load(loadBuilding, typeof(Building)) as Building; newBuilding = (Building)Instantiate(newBuilding, new Vector3(mousePos.x, mousePos.y, 0), Quaternion.LookRotation(Vector3.forward, mousePos - transform.position)); newBuilding.gm = gm; gm.buildings.Add(newBuilding); if (buildingRotation) { newBuilding.transform.Rotate(new Vector3(0, 0, 90.0f)); } gm.toggleBuild(true); //Clear resources that have been consumed spendMaterials(newBuilding); checkMaterials = true; } if (gm.buildDestroy && Input.GetMouseButtonDown(0)) { GameObject obj = gm.getClickedObject(1); if (obj != null) { if (obj.tag == "Building") { gm.buildings.Remove((Building)obj.GetComponent <Building>()); Destroy(obj); gm.recreateGrid(); } } } } if (Input.GetKeyDown(KeyCode.F)) { AllyController a = getMeleeAlly(); if (a != null) { handleQuestInput(a); } } if (Input.GetKeyDown(KeyCode.G)) { printQuestLog(); } }
public void setController(GameObject inControllerGO) { flockController = inControllerGO.GetComponent<AllyController>(); }
void Start() { ship = GetComponentInParent <AllyController>(); }
private static void AllyDoesAction(HandleTurn currentActor) { AllyController currentAlly = currentActor.Attacker.GetComponent <AllyController>(); //currentAlly.CurrentAllyState = AllyController.AllyState.ACTION; //currentAlly.EnemyToAttack = currentActor.Target; }
// Update is called once per frame void Update() { //Update Enemies foreach (EnemyController e in enemies) { e.GMUpdate(); if (e.kill) { personKill.Add(e); } } //Update Ally if (dummyAlly != null) { dummyAlly.GMUpdate(); if (dummyAlly.kill) { personKill.Add(dummyAlly); } } //Destroy each object in the kill list and clear it foreach (PersonController p in personKill) { PathRequestManager.RemoveRequest(p); if (p.gameObject.tag == "Enemy") { enemies.Remove((EnemyController)p); } else if (p.gameObject.tag == "Ally") { dummyAlly = null; } Destroy(p.gameObject); } personKill.Clear(); //Update Bullets foreach (Bullet b in bullets) { b.GMUpdate(); if (b.kill) { bulletKill.Add(b); } } foreach (Bullet b in bulletKill) { bullets.Remove(b); Destroy(b.gameObject); } bulletKill.Clear(); spawnTimer += Time.deltaTime; if (spawnTimer >= spawnTime) { spawnTimer = 0.0f; spawnEnemyAtLocation(new Vector3(Random.Range(15.0f, 20.0f), Random.Range(-5.0f, 5.0f), 0)); } }
private void Start() { playermovement = GetComponent <Player_Movement>(); allyController = GetComponent <AllyController>(); weaponManager = GetComponent <WeaponManager>(); originMainPose = weaponManager.m_MainWeaponObject.transform.localPosition; originMainRot = weaponManager.m_MainWeaponObject.transform.localRotation.eulerAngles; originSubPose = weaponManager.m_SubWeaponObject.transform.localPosition; originSubRot = weaponManager.m_SubWeaponObject.transform.localRotation.eulerAngles; if (playermovement != null) { switch (playermovement.p_Wstate) { case WEAPON_STATE.MAIN_WEAPON: weaponManager.m_SubWeaponObject.transform.SetParent(Pose_SubWeapon.transform); weaponManager.m_SubWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_SubWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); break; case WEAPON_STATE.SUB_WEAPON: weaponManager.m_MainWeaponObject.transform.SetParent(Pose_MainWeapon.transform); weaponManager.m_MainWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_MainWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); break; } } else if (allyController != null) { if (allyController.weaponType == WeaponType.MainWeapon) { weaponManager.m_SubWeaponObject.transform.SetParent(Pose_SubWeapon.transform); weaponManager.m_SubWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_SubWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); } else { weaponManager.m_MainWeaponObject.transform.SetParent(Pose_MainWeapon.transform); weaponManager.m_MainWeaponObject.transform.localPosition = Vector3.zero; weaponManager.m_MainWeaponObject.transform.localRotation = Quaternion.Euler(Vector3.zero); } } //weaponManager.m_MainWeaponObject.SetActive(true); //weaponManager.m_SubWeaponObject.SetActive(true); Bomb = Resources.Load("Character/Skill/Bomb") as GameObject; int count; if (weaponManager.m_MainWeapon == "006" || weaponManager.m_MainWeapon == "008") { count = weaponManager.m_MainWeaponObject.transform.childCount - 2; main_Mag = weaponManager.m_MainWeaponObject.transform.GetChild(count).gameObject; } else { count = weaponManager.m_MainWeaponObject.transform.childCount - 1; main_Mag = weaponManager.m_MainWeaponObject.transform.GetChild(count).gameObject; } count = weaponManager.m_SubWeaponObject.transform.childCount - 1; sub_Mag = weaponManager.m_SubWeaponObject.transform.GetChild(count).gameObject; SettingMag(); }