public void RestoreState(object state) { string weaponName = (string)state; WeaponConfig weaponConfig = UnityEngine.Resources.Load <WeaponConfig>(weaponName); EquipWeapon(weaponConfig); }
private void Awake() { _currentWeaponConfig = defaultWeapon; _currentWeapon = new LazyValue <Weapon>(SetupDefaultWeapon); _animator = GetComponent <Animator>(); _mover = GetComponent <Mover>(); _actionScheduler = GetComponent <ActionScheduler>(); }
private Weapon AttachWeapon(WeaponConfig weaponConfig) { Animator animator = GetComponent <Animator>(); return(weaponConfig.Spawn(rightHandTransform, leftHandTransform, animator)); }
public void EquipWeapon(WeaponConfig weaponConfig) { _currentWeaponConfig = weaponConfig; _currentWeapon.value = AttachWeapon(weaponConfig); }
private void Awake() { _currentWeaponConfig = defaultWeapon; _currentWeapon = new LazyValue <Weapon>(SetupDefaultWeapon); }