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Question by Supamiu · May 26, 2015 at 06:16 AM · animation2d animationweapon system

Update anim references in script

Hello there,

For a 2D sidescrolling platformer, i've made a little gear system here is the description :

  • Player (My main player gameObject with Gear script attached)
    • Gear (This gameObject is just for organization, it's named "root" in the script, and has no script attached)
      • Armor (the armor with sprite and Armor script)

      • Weapon (the weapon with sprite and Weapon script)

I have a script attached to Player which is Gear, with a reference to "Gear" GameObject to use it as parent transform for my future items.

In gear, I equip a weapon this way :

 public void Equip(Wearable w){
         switch (w.type) {
         case Wearable.Type.WEAPON:
             GameObject weaponGO = Instantiate(w.gameObject);
             weaponGO.transform.SetParent(root.transform);
             Destroy (this.weapon.gameObject);
             this.weapon = w.GetComponent<Weapon>();
             break;
              //I did a swicth because i'll do it for armor, pets etc afterwards
         }
     }

The problem is that I also have an animator on the payer, to attack, move, etc...

SO when i change my weapon, it spawns at 0,0,0 and it's not following animations at all, and in my player's animations, I see"Weapon : Position (Missing !)", so i think this comes from animation references... But how to change this in my script?

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