// Start is called before the first frame update void Start() { IsFocusingOn = false; rofFloat = 0; FHK_Weapon_Status ws = gameObject.GetComponent <FHK_Weapon_Status>(); wid = ws.WID; w_dmg = ws.Weapon_DMG; w_rng = ws.Weapon_RNG; w_rof = ws.Weapon_ROF; w_amo = ws.Weapon_AMO; w_rld = ws.Weapon_RLD; animator = modelingPrefab.GetComponent <Animator>(); animator.SetFloat("speed", w_rof); }
// Start is called before the first frame update void Start() { IsPlayerFocusingOn = false; rofFloat = 0; FHK_Weapon_Status ws = gameObject.GetComponent <FHK_Weapon_Status>(); wid = ws.WID; w_dmg = ws.Weapon_DMG; w_rng = ws.Weapon_RNG; w_rof = ws.Weapon_ROF; w_amo = ws.Weapon_AMO; w_rld = ws.Weapon_RLD; animator = modelingPrefab.GetComponent <Animator>(); animator.SetFloat("speed", w_rof); if (!photonView.IsMine) { privateCamera.SetActive(false); } }