public WeaponInstance(Weapon w, Cooldown_counter fire, Cooldown_counter reload, Transform t, TNObject tnObject) { FireCooldown = fire; ReloadCooldown = reload; baseWeapon = w; raycastOrigin = t; tno = tnObject; }
public void Init() { ObstacleParent = GameObject.FindGameObjectWithTag("ObstacleParent"); weapons = new SCG.List <WeaponInstance>(); WeaponFireCooldown = new Cooldown_counter(); WeaponReloadCooldown = new Cooldown_counter(); WeaponEquipCooldown = new Cooldown_counter(); InActionStanceCooldown = new Cooldown_counter(); PickCooldown.Reset(); ObstacleCooldown.Reset(); SetTool(PlayerTool.None); ObstaclePreviewMesh = ObstaclePreview.GetComponentInChildren <MeshFilter>().mesh; Respawn(); }