private void PickupWeapon(BaseItem _baseItem) { if (_baseItem is FirearmItem tmp_FirearmsItem) { foreach (Firearms tmp_Arm in Arms) { if (tmp_FirearmsItem.ArmsName.CompareTo(tmp_Arm.name) == 0) { switch (tmp_FirearmsItem.CurrentFirearmsType) { case FirearmItem.FirearmsType.AssultRefile: MainWeapon = tmp_Arm; break; case FirearmItem.FirearmsType.HandGun: SecondaryWeapon = tmp_Arm; break; default: break; } SetCarriedWeapon(tmp_Arm); } } } }
private void Update() { bool tmp_IsMoving = characterController.velocity.magnitude > 0; carriedWeapon = weaponManager.carriedWeapon; if (carriedWeapon == null) { IsFiring = false; } else { IsFiring = carriedWeapon.IsHoldingTrigger; } if (tmp_IsMoving || IsFiring) { currentSize = Mathf.Lerp(currentSize, TargetSize, Time.deltaTime * 5); } else { currentSize = Mathf.Lerp(currentSize, OriginalSize, Time.deltaTime * 5); } Reticle.sizeDelta = new Vector2(currentSize, currentSize); }
private void PickupWeapon(BaseItem _baseItem) { if (!(_baseItem is FirearmsItem tmp_FirearmsItem)) { return; } foreach (Firearms tmp_Arm in Arms) { if (tmp_FirearmsItem.ArmsName.CompareTo(tmp_Arm.name) != 0) { continue; } switch (tmp_FirearmsItem.CurrentFirearmsType) { case FirearmsItem.FirearmsType.AssultRefile: MainWeapon = tmp_Arm; break; case FirearmsItem.FirearmsType.HandGun: SecondaryWeapon = tmp_Arm; break; } SetupCarriedWeapon(tmp_Arm); } }
public EA110() { EAConductChoice = new EAConductChoice(); EAStayAwayOrders = new EAStayAwayOrders(); CAPROSEntry = new CAPROSEntry(); NoServiceFee = new NoServiceFee(); Firearms = new Firearms(); }
private void SetCarriedWeapon(Firearms _targetWeapon) { if (carriedWeapon != null) { carriedWeapon.gameObject.SetActive(false); } carriedWeapon = _targetWeapon; carriedWeapon.gameObject.SetActive(true); }
private void SetupCarriedWeapon(Firearms _targetWeapon) { if (carriedWeapon) { carriedWeapon.gameObject.SetActive(false); } carriedWeapon = _targetWeapon; carriedWeapon.gameObject.SetActive(true); CharacterControllerMovement.SetupAnimator(carriedWeapon.GunAnimator); }
private void Start() { Debug.Log($"Current weapon is null?{carriedWeapon == null}"); if (MainWeapon) { carriedWeapon = MainWeapon; //fPCharacterControllerMovement = FindObjectOfType<FPCharacterControllerMovement>(); fPCharacterControllerMovement.SetupAnimator(carriedWeapon.GunAnimator); } }
private void Start() { photonView = GetComponent <PhotonView>(); Debug.Log($"Current weapon is null? {carriedWeapon == null}"); MainWeapon = photonView.IsMine ? WeaponInfos[0].FP_Weapon : WeaponInfos[0].TP_Weapon; if (MainWeapon) { carriedWeapon = MainWeapon; CharacterControllerMovement.SetupAnimator(carriedWeapon.GunAnimator); } }
/// <summary> /// Initializes character renderers with selected sprites. /// </summary> private void TryInitialize() { if (Expressions.All(i => i.Name != "Default") || Expressions.All(i => i.Name != "Angry") || Expressions.All(i => i.Name != "Dead")) { throw new Exception("Character must have at least 3 basic expressions: Default, Angry and Dead."); } HeadRenderer.sprite = Head; HairRenderer.sprite = Hair; HairRenderer.maskInteraction = Helmet == null || Helmet.name.Contains("[FullHair]") ? SpriteMaskInteraction.None : SpriteMaskInteraction.VisibleInsideMask; EarsRenderer.sprite = Ears; SetExpression(Expression); BeardRenderer.sprite = Beard; EarsRenderer.sprite = Ears; MapSprites(BodyRenderers, Body); HelmetRenderer.sprite = Helmet; GlassesRenderer.sprite = Glasses; MaskRenderer.sprite = Mask; EarringsRenderer.sprite = Earrings; MapSprites(ArmorRenderers, Armor); CapeRenderer.sprite = Cape; BackRenderer.sprite = Back; PrimaryMeleeWeaponRenderer.sprite = PrimaryMeleeWeapon; SecondaryMeleeWeaponRenderer.sprite = SecondaryMeleeWeapon; BowRenderers.ForEach(i => i.sprite = Bow.SingleOrDefault(j => j != null && i.name.Contains(j.name))); FirearmsRenderers.ForEach(i => i.sprite = Firearms.SingleOrDefault(j => j != null && i.name.Contains(j.name))); ShieldRenderer.sprite = Shield; PrimaryMeleeWeaponRenderer.enabled = WeaponType != WeaponType.Bow; SecondaryMeleeWeaponRenderer.enabled = WeaponType == WeaponType.MeleePaired; BowRenderers.ForEach(i => i.enabled = WeaponType == WeaponType.Bow); if (Hair != null && Hair.name.Contains("[HideEars]") && HairRenderer.maskInteraction == SpriteMaskInteraction.None) { EarsRenderer.sprite = null; } switch (WeaponType) { case WeaponType.Firearms1H: case WeaponType.Firearms2H: Firearm.AmmoShooted = 0; BuildFirearms(Firearm.Params); break; } }
protected EA110(IEA110 order):base(order) { EAConductChoiceState = order.EAConductChoiceState; EAConductChoice = new EAConductChoice(order.EAConductChoice); EAStayAwayOrdersState = order.EAStayAwayOrdersState; EAStayAwayOrders = new EAStayAwayOrders(order.EAStayAwayOrders); MoveoutState = order.MoveoutState; MoveoutAddress = order.MoveoutAddress; CAPROSEntry = new CAPROSEntry(order.CAPROSEntry); NoServiceFee = new NoServiceFee(order.NoServiceFee); IsOtherOrdersAttached = order.IsOtherOrdersAttached; OtherOrderDetail = order.OtherOrderDetail; OtherOrdersState = order.OtherOrdersState; IsFirearmsGranted = order.IsFirearmsGranted; Firearms = new Firearms(order.Firearms); IsFinancialAbuseInvolved = order.IsFinancialAbuseInvolved; }
public EA130(IEA130 order) : base(order) { IsEAConductChoiceEnabled = order.IsEAConductChoiceEnabled; EAConductChoice = new EAConductChoice(order.EAConductChoice); EAStayAwayOrdersEnabled = order.EAStayAwayOrdersEnabled; EAStayAwayOrders = new EAStayAwayOrders(order.EAStayAwayOrders); IsMoveoutEnabled = order.IsMoveoutEnabled; MoveoutAddress = order.MoveoutAddress; CAPROSEntrySection = new CAPROSEntry(order.CAPROSEntrySection); NoServiceFeeSection = new NoServiceFee(order.NoServiceFeeSection); IsOtherOrdersEnabled = order.IsOtherOrdersEnabled; IsOtherOrdersAttached = order.IsOtherOrdersAttached; OtherOrderDetail = order.OtherOrderDetail; IsNoGuns = order.IsNoGuns; Firearms = new Firearms(order.Firearms); IsFinancialAbuseInvolved = order.IsFinancialAbuseInvolved; }
/// <summary> /// Initializes character renderers with selected sprites. /// </summary> private void TryInitialize() { HeadRenderer.sprite = Head; HairRenderer.sprite = Hair; HairRenderer.maskInteraction = HelmetMask == null ? SpriteMaskInteraction.None : SpriteMaskInteraction.VisibleOutsideMask; HairMask.sprite = HelmetMask; EarsRenderer.sprite = Ears; EyebrowsRenderers[0].sprite = Eyebrows; EyesRenderers[0].sprite = Eyes; MouthRenderers[0].sprite = Mouth; BeardRenderer.sprite = Beard; EarsRenderer.sprite = Ears; MapSprites(BodyRenderers, Body); HelmetRenderer.sprite = Helmet; GlassesRenderer.sprite = Glasses; MaskRenderer.sprite = Mask; EarringsRenderer.sprite = Earrings; MapSprites(ArmorRenderers, Armor); CapeRenderer.sprite = Cape; BackRenderer.sprite = Back; PrimaryMeleeWeaponRenderer.sprite = PrimaryMeleeWeapon; SecondaryMeleeWeaponRenderer.sprite = SecondaryMeleeWeapon; BowRenderers.ForEach(i => i.sprite = Bow.SingleOrDefault(j => j != null && i.name.Contains(j.name))); FirearmsRenderers.ForEach(i => i.sprite = Firearms.SingleOrDefault(j => j != null && i.name.Contains(j.name))); ShieldRenderer.sprite = Shield; PrimaryMeleeWeaponRenderer.enabled = WeaponType != WeaponType.Bow; SecondaryMeleeWeaponRenderer.enabled = WeaponType == WeaponType.MeleePaired; BowRenderers.ForEach(i => i.enabled = WeaponType == WeaponType.Bow); switch (HairMaskType) { case HairMaskType.None: HairRenderer.maskInteraction = SpriteMaskInteraction.None; HairMask.sprite = null; break; case HairMaskType.HelmetMask: HairRenderer.maskInteraction = HelmetMask == null ? SpriteMaskInteraction.None : SpriteMaskInteraction.VisibleOutsideMask; HairMask.sprite = HelmetMask; break; case HairMaskType.HeadMask: HairRenderer.maskInteraction = Head == null ? SpriteMaskInteraction.None : SpriteMaskInteraction.VisibleInsideMask; HairMask.sprite = HeadMask; break; } if (Hair != null && Hair.name.Contains("[HideEars]")) { EarsRenderer.sprite = null; } if (Hair != null && Hair.name.Contains("[HideHelm]")) { HairRenderer.maskInteraction = SpriteMaskInteraction.None; HelmetRenderer.sprite = null; } switch (WeaponType) { case WeaponType.Firearms1H: case WeaponType.Firearms2H: Firearm.AmmoShooted = 0; BuildFirearms(Firearm.Params); break; } }