2021년 4학년 1학기 기업연계프로젝트2
컴퓨터소프트웨어공학과 <원광투어팀>
팀장 : 송유진
팀원 : 김나영, 이경희, 한유진
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using Unity.FPS.Game;using UnityEngine;
namespace Unity.FPS.Gameplay{ public class WeaponPickup : Pickup { [Tooltip("The prefab for the weapon that will be added to the player on pickup")] public WeaponController WeaponPrefab;
protected override void Start() { base.Start();
// Set all children layers to default (to prefent seeing weapons through meshes)
foreach (Transform t in GetComponentsInChildren<Transform>()) { if (t != transform) t.gameObject.layer = 0; } }
protected override void OnPicked(PlayerCharacterController byPlayer) { PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent<PlayerWeaponsManager>(); if (playerWeaponsManager) { if (playerWeaponsManager.AddWeapon(WeaponPrefab)) { // Handle auto-switching to weapon if no weapons currently
if (playerWeaponsManager.GetActiveWeapon() == null) { playerWeaponsManager.SwitchWeapon(true); }
PlayPickupFeedback(); Destroy(gameObject); } } } }}
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