// Use this for initialization void Start() { handEquip = HandEquipStates.none; OnDisable(); LSObjectsMask = 1<<9; TerrainMask = 1<<8; DefaultMask = 1; WaterMask = 1<<4; PlayerMask = 1<<11; InteractibleMask = 1<<12; enabled = false; cursorParticles = lookCursor.GetComponent<ParticleSystem>(); cursorRenderer = lookCursor.GetComponent<MeshRenderer>(); SetArmLayerWeight(0f, 0f); charController = GetComponent<CharacterController>(); }
public void EquipItem(EquippableItem itemToEquip, InvBaseItem.Slot slotPlaced) { Debug.Log("Adding Item..."); playerLightScript = itemToEquip.GetComponentInChildren<Light>(); if (playerLightScript) { Debug.Log("Item was a light."); playerLightTransform = itemToEquip.transform; relativeLightPosition = playerLightTransform.localPosition; lightRotationOffset = playerLightTransform.localRotation; playerLightScript = playerLightTransform.GetComponentInChildren<Light>(); itemCollider = itemToEquip.interactionZone; } switch(handEquip) { case HandEquipStates.left: if(slotPlaced == InvBaseItem.Slot.RightHand) handEquip = HandEquipStates.both; break; case HandEquipStates.right: if(slotPlaced == InvBaseItem.Slot.LeftHand) handEquip = HandEquipStates.both; break; case HandEquipStates.none: if(slotPlaced == InvBaseItem.Slot.LeftHand) handEquip = HandEquipStates.left; if(slotPlaced == InvBaseItem.Slot.RightHand) handEquip = HandEquipStates.right; break; } SetArmLayerWeight(0f, 0f); }
public void UnEquipItem(InvBaseItem.Slot slotRemoved) { switch(slotRemoved) { case InvBaseItem.Slot.LeftHand: if(handEquip == HandEquipStates.both) handEquip = HandEquipStates.right; if(handEquip == HandEquipStates.left) handEquip = HandEquipStates.none; break; case InvBaseItem.Slot.RightHand: if(handEquip == HandEquipStates.both) handEquip = HandEquipStates.left; if(handEquip == HandEquipStates.right) handEquip = HandEquipStates.none; break; } SetArmLayerWeight(0f, 0f); }