public void RefreshSettings()
{
if (!Application.isPlaying)
return;
m_PositionSpring.Stiffness =
new Vector3(PositionSpringStiffness, PositionSpringStiffness, PositionSpringStiffness);
m_PositionSpring.Damping = Vector3.one -
new Vector3(PositionSpringDamping, PositionSpringDamping, PositionSpringDamping);
m_PositionSpring2.Stiffness =
new Vector3(PositionSpring2Stiffness, PositionSpring2Stiffness, PositionSpring2Stiffness);
m_PositionSpring2.Damping = Vector3.one -
new Vector3(PositionSpring2Damping, PositionSpring2Damping, PositionSpring2Damping);
m_RotationSpring.Stiffness =
new Vector3(RotationSpringStiffness, RotationSpringStiffness, RotationSpringStiffness);
m_RotationSpring.Damping = Vector3.one -
new Vector3(RotationSpringDamping, RotationSpringDamping, RotationSpringDamping);
m_PositionSpring.MinState.y = PositionGroundLimit;
m_PositionSpring.RestState = PositionOffset;
BobStepCallback = null;
Zoom();
if(CurrentWeapon != null)
CurrentWeapon.RefreshSettings();
}