Пример #1
0
    IEnumerator PickupAnimation(PickupAble PA)
    {
        Busy = true;
        float alpha = 0f;

        Vector3 StartPos   = Current.transform.position;
        Vector3 StartRot   = Current.transform.eulerAngles;
        Vector3 StartScale = Current.transform.localScale;

        Current.GetComponent <Collider>().enabled = false;

        while (alpha < 1f)
        {
            Current.transform.position    = Vector3.Lerp(StartPos, transform.TransformPoint(this.transform.localPosition + PA.holdPos), alpha);
            Current.transform.eulerAngles = Vector3.Lerp(StartRot, this.transform.eulerAngles + PA.holdRot, alpha);
            Current.transform.localScale  = Vector3.Lerp(StartScale, new Vector3(PA.holdScale, PA.holdScale, PA.holdScale), alpha);

            alpha += lerpSpeed;
            yield return(null);
        }

        PC.ItemSpeedMultiplier = PA.HoldSpeedMultiplier;

        Current.transform.SetParent(this.transform);

        Current.transform.localPosition    = PA.holdPos;
        Current.transform.localEulerAngles = PA.holdRot;
        Current.transform.localScale       = new Vector3(PA.holdScale, PA.holdScale, PA.holdScale);

        Busy = false;
    }
Пример #2
0
 public void ObjectPicked(PickupAble P)
 {
     if (!RagdollEnabled && CurrentVehicle == null && EquippedIndex == 0) //can't pickup if dead or in a vehicle
     {
         if (CurrentPicked == P)                                          //if picked up is same as in hands
         {
             ClearHands(true);                                            //drop it
         }
         else if (CurrentPicked == null)                                  //if hands empty
         {
             P.GetComponent <SwappableAuthority>().AskForAuthority();
             CurrentPicked = P;              //fill hands
             CurrentPicked.Pickup();
             An.SetFloat("Arms_Direction", pitch);
             An.SetInteger("Arms_Index", 1);
         }
         else                                //if different object is picked up when hands full
         {
             CurrentPicked.Drop();           //drop old
             CurrentPicked = P;              //assign new
             CurrentPicked.Pickup();
             An.SetFloat("Arms_Direction", pitch);
             An.SetInteger("Arms_Index", 1);
         }
     }
 }