The MultiObjectSwapEjector behaviour replaces and disables multiple animated objects with pooled bullet casing objects.
|Start Active||Boolean||Should this module register as the active ejector immediately on start.|
|Target Transforms||Transform Array||The transforms of the objects 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.|
|Swap Inactive||Boolean||If any of the target transforms are inactive, should they be swapped or ignored.|
|Delay||Float||The delay time between starting the ejection process and the objects being swapped|