public void EquipExistingWeapon(WeaponItemRuntime weapon) { weapon.transform.SetParent(rightHandTrans); weapon.transform.localPosition = Vector3.zero; weapon.transform.localRotation = Quaternion.identity; currentWeaponRuntime = weapon; currentInHandWeaponData = weapon.weaponItemData; weapon.PickupWeaponPlayer(); weapon.DisableCollisionColliders(); animController.SetAnimInt(animController.animData.weaponAnimID, currentWeaponRuntime.weaponItemData.weaponAnimID); animController.PlayAnimationHash(animController.animData.getNewWeaponAnimationClass); switch (currentInHandWeaponData.weaponType) { case WeaponType.RANGED: EquipRangedWeapon(); break; case WeaponType.MELEE: EquipMeleeWeapon(); break; } }
void EquipWeaponOnGameStart() { currentWeaponRuntime.aiInventoryController = this; currentWeaponRuntime.FreshSpawnWeapon(); currentWeaponRuntime.Init(); currentWeaponRuntime.DisableCollisionColliders(); animController.SetAnimInt(animController.animData.weaponAnimID, currentWeaponRuntime.weaponItemData.weaponAnimID); animController.PlayAnimationHash(animController.animData.getNewWeaponAnimationClass); switch (currentInHandWeaponData.weaponType) { case WeaponType.RANGED: EquipRangedWeapon(); break; case WeaponType.MELEE: EquipMeleeWeapon(); break; } }