private Weapon AttachWeapon(WeaponConfig weapon) { Animator anim = GetComponent <Animator>(); Weapon spawnWeapon = weapon.Spawn(rightHandTransform, leftHandTransform, anim); range = weapon.GetRange(); timeBetweenAttacks = weapon.GetTimeBetweenAttacks(); weaponDamage = weapon.GetDamage(); return(spawnWeapon); }
private bool GetIsInRange() { return(Vector3.Distance(transform.position, target.transform.position) < currentWeaponConfig.GetRange()); }
private bool GetIsInRange(Transform targetTransform) { float distanceTotarget = Vector3.Distance(transform.position, target.transform.position); return(distanceTotarget < currentWeaponConfig.GetRange()); }
private bool GetIsInRange(Transform targetTransform) { return(Vector3.Distance(gameObject.transform.position, targetTransform.position) <= currentWeaponConfig.GetRange()); }
private bool GetIsInRange(Transform targetTransform) { //Gets distance between 2 vectors to determine if we are in range. return(Vector3.Distance(transform.position, targetTransform.position) < currentWeaponConfig.GetRange()); }