// Start is called before the first frame update void Start() { GameObject spawnedWeapon = Instantiate(WeaponToSpawn, WeaponSocketLocation.position, WeaponSocketLocation.rotation, WeaponSocketLocation); if (spawnedWeapon) { EquippedWeapon = spawnedWeapon.GetComponent <WeaponComponent>(); if (EquippedWeapon) { EquippedWeapon.Initialize(this, PlayerCrosshair); PlayerEvents.Invoke_OnWEaponEquipped(EquippedWeapon); GripIKLocation = EquippedWeapon.GripLocation; PlayerAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponInformation.WeaponType); } } }
public void EquipWeapon(WeaponScriptable weaponScriptable) { if (weaponScriptable == null) { return; } GameObject spawnedWeapon = Instantiate(weaponScriptable.ItemPrefab, WeaponSocketLocation.position, WeaponSocketLocation.rotation, WeaponSocketLocation); if (spawnedWeapon) { EquippedWeapon = spawnedWeapon.GetComponent <WeaponComponent>(); if (EquippedWeapon) { EquippedWeapon.Initialize(this, weaponScriptable); PlayerEvents.Invoke_OnWEaponEquipped(EquippedWeapon); GripIKLocation = EquippedWeapon.GripLocation; PlayerAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponInformation.WeaponType); } } }