feat: better state handling for combat
melee weapon now spawns in hand melee substate cleaned up to work with above added new playerinventory script on player added new playeranimation script on player changed inventory to IInventory animations tweaked to avoid a lockout
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using Drawing;
|
||||
using NodeCanvas.StateMachines;
|
||||
using Reset.Units;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Items{
|
||||
@@ -9,6 +10,9 @@ namespace Reset.Items{
|
||||
public GameObject weaponModel;
|
||||
public NodeCanvas.Framework.Graph weaponFSM;
|
||||
|
||||
public Vector3 handPositionOffset;
|
||||
public Vector3 handRotationOffset;
|
||||
|
||||
void Awake(){
|
||||
|
||||
}
|
||||
@@ -18,5 +22,9 @@ namespace Reset.Items{
|
||||
Draw.ingame.Label2D(position + Vector3.up * 1.6f, "Damage goes here");
|
||||
Draw.ingame.Label2D(position + Vector3.up * 1.35f, "Speed goes here");
|
||||
}
|
||||
|
||||
public GameObject PlaceInHand(){
|
||||
return GameObject.Instantiate(weaponModel);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user