Beispiel #1
0
 public void StopFiringRangedWeapon()
 {
     if (_parentCharacter.MyReference.CurrentWeapon != null && _parentCharacter.MyReference.CurrentWeapon.GetComponent <Weapon>().IsRanged)
     {
         _parentCharacter.MyReference.CurrentWeapon.GetComponent <Gun>().TriggerRelease();
     }
     AIWeaponState = AIWeaponStates.None;
     _triggerState = AIWeaponTriggerState.Released;
 }
Beispiel #2
0
 public void StopFiringRangedWeapon()
 {
     if(_parentCharacter.MyReference.CurrentWeapon != null)
     {
         _parentCharacter.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerRelease();
     }
     AIWeaponState = AIWeaponStates.None;
     _triggerState = AIWeaponTriggerState.Released;
 }
Beispiel #3
0
    public void StartFiringRangedWeapon()
    {
        if (_parentCharacter.MyAI.ControlType == AIControlType.Player && _parentCharacter.MyReference.CurrentWeapon != null &&
            _parentCharacter.MyReference.CurrentWeapon.GetComponent <Weapon>().IsRanged)
        {
            Gun gun = _parentCharacter.MyReference.CurrentWeapon.GetComponent <Gun>();
            if (gun.Magazine.AmmoLeft <= 0 || gun.IsJammed)
            {
                AudioSource audio = gun.GetComponent <AudioSource>();
                if (audio != null)
                {
                    string    clipName = "dry_fire" + UnityEngine.Random.Range(1, 3).ToString();
                    AudioClip clip     = GameManager.Inst.SoundManager.GetClip(clipName);
                    audio.PlayOneShot(clip, 0.2f);
                }
            }
        }



        AIWeaponState = AIWeaponStates.FiringRangedWeapon;
        UpdatePerFrame();
    }
Beispiel #4
0
	public void StartFiringRangedWeapon()
	{
		AIWeaponState = AIWeaponStates.FiringRangedWeapon;
		UpdatePerFrame();
	}
Beispiel #5
0
 public void StartFiringRangedWeapon()
 {
     AIWeaponState = AIWeaponStates.FiringRangedWeapon;
 }