public void OnEnable() { inputActions.Enable(); m_TargetState.SetFromTransform(transform); //m_TargetLookatPointState.SetPosition(lookatPoint.localPosition); //m_InterpolatingLookatPointState.SetPosition(lookatPoint.localPosition); }
//protected virtual void Start() //{ // InitializeStatus(); //} public virtual void InitializeStatus() { Durability = defaultDurability; Armour = defaultArmour; EquipmentObjects = new List <EquipmentObject> { new EquipmentObject(defaultEquipment.Hash) }; lockableTargets = new List <GameObject>(); State = new TransformState(); State.SetFromTransform(transform); SelectEquipmentID = 0; initialized = true; }