ObjectSwapEjector MonoBehaviour
Overview
The ObjectSwapEjector behaviour replaces and disables an animated object with a pooled bullet casing object.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Start Active | Boolean | Should this module register as the active ejector immediately on start. |
| Activation Mode | Dropdown | How does module activation work. Options are: Component means the component will be enabled / disabled - use this when you have multiple modules on an object such as the firearm root. GameObject activates / deactivates the object - use this for attachments where you want the geo to appear/disappear. |
| Target Transform | Transform | The transform of an object in the firearm heirachy to swap out. |
| Shell Prefab | PooledObject | The bullet casing prefab object to spawn. |
| Eject On Fire | Boolean | Should the ejector start the ejection process immediately when the gun is fired or wait until triggered by an animation event or other. |
| Delay | Float | The delay time between starting the ejection process and the object being swapped |