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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace SG
- {
- public class WeaponSlotManager : MonoBehaviour
- {
- WeaponHolderSlot leftHandSlot;
- WeaponHolderSlot rightHandSlot;
- DamageCollider leftHandDamageCollider;
- DamageCollider rightHandDamageCollider;
- private void Awake()
- {
- WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren<WeaponHolderSlot>();
- foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots)
- {
- if (weaponSlot.isLeftHandSlot)
- {
- leftHandSlot = weaponSlot;
- }
- else if (weaponSlot.isRightHandSlot)
- {
- rightHandSlot = weaponSlot;
- }
- }
- }
- public void LoadWeaponOnSlot(WeaponItem weaponItem, bool isLeft)
- {
- if (isLeft)
- {
- leftHandSlot.LoadWeaponModel(weaponItem);
- LoadLeftWeaponDamageCollider();
- }
- else
- {
- rightHandSlot.LoadWeaponModel(weaponItem);
- LoadRightWeaponDamageCollider();
- }
- }
- #region Handle Weapon's Damage Collider
- private void LoadLeftWeaponDamageCollider()
- {
- leftHandDamageCollider = leftHandSlot.currentWeaponModel.GetComponentInChildren<DamageCollider>();
- }
- private void LoadRightWeaponDamageCollider()
- {
- rightHandDamageCollider = rightHandSlot.currentWeaponModel.GetComponentInChildren<DamageCollider>();
- }
- public void OpenRightDamageCollider()
- {
- rightHandDamageCollider.EnableDamageCollider();
- }
- public void OpenLeftDamageCollider()
- {
- leftHandDamageCollider.EnableDamageCollider();
- }
- public void CloseRightDamageCollider()
- {
- rightHandDamageCollider.DisableDamageCollider();
- }
- public void CloseLeftDamageCollider()
- {
- leftHandDamageCollider.DisableDamageCollider();
- }
- #endregion
- }
- }
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