using UnityEngine; namespace Invector { [vClassHeader("Weapon Holder", openClose = false)] public class vWeaponHolder : vMonoBehaviour { [Tooltip("add LeftArm or RightArm, you can create new EquipPoints on the ItemManager")] public string equipPointName; //[Tooltip("Trigger a Equip animation, you can check the what ID is used in the Animator > UpperBody Layer > EquipWeapon")] //public int EquipID; [Tooltip("Check the ItemID of this item on the Inventory Window")] public int itemID; [Tooltip("The Holder object is just the weapon mesh without any colliders or components")] public GameObject holderObject; [Tooltip("The Weapon object is the prefab of your weapon, you can find examples inside the folder Prefabs > Weapons")] public GameObject weaponObject; [HideInInspector] public float equipDelayTime; private bool isHolderActve; private bool isWeaponActive; public bool inUse { get { return isHolderActve && !isWeaponActive; } } public void SetActiveHolder(bool active) { if (holderObject) { holderObject.SetActive(active); } isHolderActve = active; } public void SetActiveWeapon(bool active) { if (weaponObject) { weaponObject.SetActive(active); } isWeaponActive = active; } } }