FirstPersonArms.cs 1.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051
  1. using UnityEngine;
  2. using System;
  3. namespace HQFPSWeapons
  4. {
  5. /// <summary>
  6. /// Represents an asset that stores all of the first person arms
  7. /// </summary>
  8. [CreateAssetMenu(menuName = "HQ FPS Weapons Pack/First Person Arms")]
  9. public class FirstPersonArms : ScriptableObject
  10. {
  11. public static FirstPersonArms Default
  12. {
  13. get
  14. {
  15. if (m_Default == null)
  16. {
  17. var allDatabases = Resources.LoadAll<FirstPersonArms>("");
  18. if (allDatabases != null && allDatabases.Length > 0)
  19. m_Default = allDatabases[0];
  20. }
  21. return m_Default;
  22. }
  23. }
  24. [SerializeField]
  25. [Group]
  26. private FirstPersonArmsData[] m_FirstPersonArms = null;
  27. private static FirstPersonArms m_Default;
  28. public FirstPersonArmsData GetFirstPersonArms(int index)
  29. {
  30. return m_FirstPersonArms[Mathf.Clamp(index, 0, m_FirstPersonArms.Length)];
  31. }
  32. public int GetFirstPersonArmsCount()
  33. {
  34. return m_FirstPersonArms.Length;
  35. }
  36. }
  37. [Serializable]
  38. public class FirstPersonArmsData
  39. {
  40. public SkinnedMeshRenderer LeftArm;
  41. public SkinnedMeshRenderer RightArm;
  42. public GameObject AccesoryModel;
  43. }
  44. }