public void Reload() { // Only reload if a weapon is equipped. if (!_weapon.GetCurrentWeapon()) { return; } _animation.Reload(); }
public void SetAim(bool isAiming) { // Only update if changed. if (IsAiming == isAiming) { return; } // Ignore if reloading. if (_isReloading) { return; } IsAiming = isAiming; // Set the idle to fists if no weapon is equipped. var weaponEquipped = _characterWeapon.GetCurrentWeapon(); _animator.SetTrigger(weaponEquipped ? Pistol : Fist); _characterWeapon.enabled = IsAiming; }