using System.Collections; using UnityEngine; using UnityEngine.Events; namespace HurricaneVR.Framework.Weapons.Guns { public class HVRGunBolt : HVRGunPart { public bool IsPushedBack { get; set; } private void Awake() { } public void Move(float percent) { if (float.IsNaN(percent)) return; transform.localPosition = Vector3.Lerp(ForwardPosition, BackwardPosition, percent); } public virtual void PushBack() { transform.localPosition = BackwardPosition; IsPushedBack = true; } public override void Animate(float percent, CycleDirection direction) { Move(percent); } } }