示例#1
0
    // Start is called before the first frame update
    void Start()
    {
        spawnWeapon = Instantiate(WeaponToSpawn, weaponSocketLocation);
        if (spawnWeapon)
        {
            EquippedWeapon = spawnWeapon.GetComponent <WeaponComponent>();
            if (EquippedWeapon)
            {
                EquippedWeapon.Initialize(this, PlayerCrosshair);
                GripIKLocation = EquippedWeapon.GripLocation;
                PlayerAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponInformation.WeaponType);
            }
        }

        PlayerEvent.Invoke_OnWeaponEquipped(EquippedWeapon);
    }
示例#2
0
        void Start()
        {
            // spawn weapon and attach to player's weapon socket
            GameObject spawnedweapon = Instantiate(
                WeapontoSpawn,
                WeaponSocketLocation.position,
                WeaponSocketLocation.rotation,
                WeaponSocketLocation
                );

            if (!spawnedweapon)
            {
                return;
            }

            // set equipped weapon to spwaned weapon
            EquippedWeapon = spawnedweapon.GetComponent <WeaponComponent>();
            if (!EquippedWeapon)
            {
                return;
            }
            print(EquippedWeapon);

            // initialize weapon
            EquippedWeapon.Initialize(this, PCrosshair);


            PlayerEvent.Invoke_OnWeaponEquipped(EquippedWeapon);

            // set grip inverse kinematic location
            GripIKLocation = EquippedWeapon.GripLocation;

            // set weapon type for animator
            PAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponInformation.WeaponType);

            // UpdateAmmoIndicator();

            // if (spawnedweapon)
            // {
            //     // set spawned weapon's parent to player's weapon socket
            //     spawnedweapon.transform.parent = WeaponSocketLocation;
            //     print("Weaponspawned");
            // }
        }
示例#3
0
    public void OnWeaponSwap2(InputValue button)
    {
        Debug.Log("Working");

        Destroy(spawnWeapon);
        spawnWeapon = null;

        spawnWeapon = Instantiate(Weapon2, weaponSocketLocation);
        if (spawnWeapon)
        {
            EquippedWeapon = spawnWeapon.GetComponent <WeaponComponent>();
            if (EquippedWeapon)
            {
                EquippedWeapon.Initialize(this, PlayerCrosshair);
                GripIKLocation = EquippedWeapon.GripLocation;
                PlayerAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponInformation.WeaponType);
            }
        }

        PlayerEvent.Invoke_OnWeaponEquipped(EquippedWeapon);
    }