Beispiel #1
0
    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);
                }
            }
        }
    }
Beispiel #2
0
    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);
    }
Beispiel #3
0
    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);
        }
    }
Beispiel #4
0
 public EA110()
 {
     EAConductChoice = new EAConductChoice();
     EAStayAwayOrders = new EAStayAwayOrders();
     CAPROSEntry = new CAPROSEntry();
     NoServiceFee = new NoServiceFee();
     Firearms = new Firearms();
 }
Beispiel #5
0
 private void SetCarriedWeapon(Firearms _targetWeapon)
 {
     if (carriedWeapon != null)
     {
         carriedWeapon.gameObject.SetActive(false);
     }
     carriedWeapon = _targetWeapon;
     carriedWeapon.gameObject.SetActive(true);
 }
Beispiel #6
0
 private void SetupCarriedWeapon(Firearms _targetWeapon)
 {
     if (carriedWeapon)
     {
         carriedWeapon.gameObject.SetActive(false);
     }
     carriedWeapon = _targetWeapon;
     carriedWeapon.gameObject.SetActive(true);
     CharacterControllerMovement.SetupAnimator(carriedWeapon.GunAnimator);
 }
Beispiel #7
0
    private void Start()
    {
        Debug.Log($"Current weapon is null?{carriedWeapon == null}");

        if (MainWeapon)
        {
            carriedWeapon = MainWeapon;
            //fPCharacterControllerMovement = FindObjectOfType<FPCharacterControllerMovement>();
            fPCharacterControllerMovement.SetupAnimator(carriedWeapon.GunAnimator);
        }
    }
Beispiel #8
0
    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);
        }
    }
Beispiel #9
0
        /// <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;
            }
        }
Beispiel #10
0
 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;
 }
Beispiel #11
0
 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;
            }
        }