using System; using Mirror; using Valheim; using UnityEngine.XR; public class Weapon : NetworkBehaviour { [NonSerialized] [SyncVar] public HandType hand = HandType.Right; [NonSerialized] [SyncVar] public WeaponType type = WeaponType.Hand; [NonSerialized] [SyncVar] public int playerId = 0; [NonSerialized] [SyncVar] public int atk = 0; [SyncVar] public float bullet_amount = 0f; public void Update() { if (!isOwned) { return; } #if UNITY_EDITOR // 左手 if (hand == HandType.Left) { transform.position = GameInit.Ins.self.LeftHand.position; transform.rotation = GameInit.Ins.self.LeftHand.rotation; } // 右手 if (hand == HandType.Right) { transform.position = GameInit.Ins.self.RightHand.position; transform.rotation = GameInit.Ins.self.RightHand.rotation; } #elif !UNITY_EDITOR && UNITY_ANDROID && (PICO || VIVE) // 左手 if (hand == HandType.Left) { transform.position = GameInit.Ins.MRLeftControl.position; transform.rotation = GameInit.Ins.MRLeftControl.rotation; } // 右手 if (hand == HandType.Right) { transform.position = GameInit.Ins.MRRightControl.position; transform.rotation = GameInit.Ins.MRRightControl.rotation; } #endif } public void StuffBullet(int amount) { bullet_amount += amount; } public virtual void UserWeapon( bool isDown) { bullet_amount -= 1; } public virtual void ResetWeapon() { } }