Пример #1
0
        public override IEnumerator OnPressActionDelay(GameObject cc)
        {
            yield return(StartCoroutine(base.OnPressActionDelay(cc)));

            manager = cc.GetComponent <vCollectMeleeControl>();

            if (manager != null)
            {
                manager.HandleCollectableInput(this);
            }
        }
Пример #2
0
    IEnumerator DelayedEquip(float delay)
    {
        yield return(new WaitForSeconds(delay));

        if (rootBone.childCount > 0)
        {
            GameObject weapon = rootBone.GetChild(0).gameObject;
            if (weapon != null && weapon.tag == "Weapon")
            {
                vCollectableStandalone collectable = weapon.GetComponentInChildren <vCollectableStandalone>();
                equippedWeaponType = weapon.GetComponent <WeaponType>().GetWeaponType();
                meleeControl.HandleCollectableInput(collectable);
            }
            else
            {
                // Unarmed Deals Damage
                equippedWeaponType = FarmWeaponType.Damage;
            }
        }
    }