// Use this for initialization void Start() { meleeControl = GetComponent <vCollectMeleeControl>(); if (rootBone.childCount == 0) { equippedWeaponType = FarmWeaponType.Damage; } characterUIWindow.OnAddedItem += CreateAndEquip; }
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; } } }