public void ChangeRightWeapon() { currentRightWeaponIndex++; if (currentRightWeaponIndex == 0 && weaponsInRightHandSlots[0] != null) { rightWeapon = weaponsInRightHandSlots[currentRightWeaponIndex]; weaponSlotManager.LoadWeapnOnSlot(weaponsInRightHandSlots[currentRightWeaponIndex], false); } else if (currentRightWeaponIndex == 0 && weaponsInRightHandSlots[currentRightWeaponIndex] == null) { currentRightWeaponIndex++; } else if (currentRightWeaponIndex == 1 && weaponsInRightHandSlots[1] != null) { rightWeapon = weaponsInRightHandSlots[currentRightWeaponIndex]; weaponSlotManager.LoadWeapnOnSlot(weaponsInRightHandSlots[currentRightWeaponIndex], false); } else if (currentRightWeaponIndex == 1 && weaponsInRightHandSlots[1] == null) { currentRightWeaponIndex++; } if (currentRightWeaponIndex > weaponsInRightHandSlots.Length - 1) { currentRightWeaponIndex = -1; rightWeapon = unarmedWeapon; weaponSlotManager.LoadWeapnOnSlot(rightWeapon, false); } }
public void ChangeLeftWeapon() { currentLeftWeaponIndex++; if (currentLeftWeaponIndex == 0 && weaponsInLeftHandSlots[0] != null) { leftWeapon = weaponsInLeftHandSlots[currentLeftWeaponIndex]; weaponSlotManager.LoadWeapnOnSlot(weaponsInLeftHandSlots[currentLeftWeaponIndex], true); } else if (currentLeftWeaponIndex == 0 && weaponsInLeftHandSlots[currentLeftWeaponIndex] == null) { currentLeftWeaponIndex++; } else if (currentLeftWeaponIndex == 1 && weaponsInLeftHandSlots[1] != null) { leftWeapon = weaponsInLeftHandSlots[currentLeftWeaponIndex]; weaponSlotManager.LoadWeapnOnSlot(weaponsInLeftHandSlots[currentLeftWeaponIndex], true); } else if (currentLeftWeaponIndex == 1 && weaponsInLeftHandSlots[1] == null) { currentLeftWeaponIndex++; } if (currentLeftWeaponIndex > weaponsInLeftHandSlots.Length - 1) { currentLeftWeaponIndex = -1; leftWeapon = unarmedWeapon; weaponSlotManager.LoadWeapnOnSlot(leftWeapon, true); } }
public void LoadWeapnOnSlot(WeaponItem weaponItem, bool isLeft) { if (isLeft) { leftHandSlot.LoadWeaponModel(weaponItem); LoadLeftWeaponDamageCollider(); #region Handle legft weapon idle animations if (weaponItem != null) { animator.CrossFade(weaponItem.leftHandIdleKatana, 0.2f); } else { animator.CrossFade("Left Arm Empty", 0.2f); } #endregion } else { rightHandSlot.LoadWeaponModel(weaponItem); LoadRightWeaponDamageCollider(); #region Handle right weapon idle animations if (weaponItem != null) { animator.CrossFade(weaponItem.rightHandIdleKatana, 0.2f); } else { animator.CrossFade("Right Arm Empty", 0.2f); } #endregion } }
public void LoadWeaponModel(WeaponItem weaponItem) { UnloadWeaponAndDestroy(); if (weaponItem == null) { UnloadWeapon(); return; } GameObject model = Instantiate(weaponItem.modelPrefab) as GameObject; if (model != null) { if (parentOverride != null) { model.transform.parent = parentOverride; } else { model.transform.parent = transform; } model.transform.localPosition = Vector3.zero; model.transform.localRotation = Quaternion.identity; model.transform.localScale = Vector3.one; } currentWeaponModel = model; }
public void HandleWeaponCombo(WeaponItem weapon) { if (inputHandler.comboFlag) { animatorHandler.animator.SetBool("canDoCombo", false); if (lastAttack == weapon.oneHandLightAttack_1) { animatorHandler.PlayTargetAnimation(weapon.oneHandLightAttack_2, true); } } }
private void Start() { rightWeapon = unarmedWeapon; leftWeapon = unarmedWeapon; }
public void HandleHeavyAttack(WeaponItem weapon) { animatorHandler.PlayTargetAnimation(weapon.oneHandHeavyAttack_1, true); lastAttack = weapon.oneHandHeavyAttack_1; }