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public Transform Gun; - public Transform GunHandle; private Animator Animator; private Transform BehindHand; @@ -60,7 +59,7 @@ namespace NeonTea.Quakeball.Animation { BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R"); FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L"); if (GunGluedToHand) { - Gun.parent = Animator.transform; + Player.Gun.transform.parent = Animator.transform; } AddRigidbodyToRagdoll(Animator.transform); StopRagdoll(); @@ -102,10 +101,10 @@ namespace NeonTea.Quakeball.Animation { HeadCollider.eulerAngles = Head.eulerAngles; if (GunGluedToHand) { - Vector3 GunOffset = GunHandle.position - Gun.position; + Vector3 GunOffset = Player.Gun.RightHandAnchor.position - Player.Gun.transform.position; Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized; - Gun.position = BehindHand.position - GunOffset; - Gun.LookAt(Gun.position + GunDirection); + Player.Gun.transform.position = BehindHand.position - GunOffset; + Player.Gun.transform.LookAt(Player.Gun.transform.position + GunDirection); } } } diff --git a/Assets/Scripts/Items/Item.cs b/Assets/Scripts/Items/Item.cs index a009b8f..b34a4e7 100644 --- a/Assets/Scripts/Items/Item.cs +++ b/Assets/Scripts/Items/Item.cs @@ -7,6 +7,7 @@ namespace NeonTea.Quakeball.Items { public abstract float Cooldown { get; } public abstract Animator Animator { get; } + public abstract Transform RightHandAnchor { get; } public abstract void Shoot(Player source); public abstract void OnSwitched(); diff --git a/Assets/Scripts/Items/Raygun.cs b/Assets/Scripts/Items/Raygun.cs index be95a89..f038368 100644 --- a/Assets/Scripts/Items/Raygun.cs +++ b/Assets/Scripts/Items/Raygun.cs @@ -11,8 +11,10 @@ namespace NeonTea.Quakeball.Items { public override float Cooldown => RaygunCooldown; public override Animator Animator => RaygunAnimator; + public override Transform RightHandAnchor => Handle; public float RaygunCooldown = 1; + public Transform Handle; [Header("Visuals")] public GameObject LaserPrefab;