Ejemplo n.º 1
0
        private static FirstPersonItem ConfiguredRifleFirstPersonItem(ModRifleComponent modRifleComponent)
        {
            FirstPersonItem result = ModUtils.GetOrCreateComponent <FirstPersonItem>(modRifleComponent);

            FirstPersonItem template = Resources.Load <GameObject>("GEAR_Rifle").GetComponent <FirstPersonItem>();

            result.m_FirstPersonObjectName  = ModUtils.NormalizeName(modRifleComponent.name);
            result.m_UnWieldAudio           = template.m_UnWieldAudio;
            result.m_WieldAudio             = template.m_WieldAudio;
            result.m_PlayerStateTransitions = UnityEngine.Object.Instantiate(template.m_PlayerStateTransitions);
            result.Awake();

            return(result);
        }
Ejemplo n.º 2
0
        private static void ConfigureRifle(ModComponent modComponent)
        {
            ModRifleComponent modRifleComponent = modComponent as ModRifleComponent;

            if (modRifleComponent == null)
            {
                return;
            }

            GunItem gunItem = ModUtils.GetOrCreateComponent <GunItem>(modRifleComponent);

            gunItem.m_GunType        = GunType.Rifle;
            gunItem.m_AmmoPrefab     = (GameObject)Resources.Load("GEAR_RifleAmmoSingle");
            gunItem.m_AmmoSpriteName = "ico_units_ammo";

            gunItem.m_AccuracyRange          = modRifleComponent.Range;
            gunItem.m_ClipSize               = modRifleComponent.ClipSize;
            gunItem.m_DamageHP               = modRifleComponent.DamagePerShot;
            gunItem.m_FiringRateSeconds      = modRifleComponent.FiringDelay;
            gunItem.m_MuzzleFlash_FlashDelay = modRifleComponent.MuzzleFlashDelay;
            gunItem.m_MuzzleFlash_SmokeDelay = modRifleComponent.MuzzleSmokeDelay;
            gunItem.m_ReloadCoolDownSeconds  = modRifleComponent.ReloadDelay;

            gunItem.m_DryFireAudio = "Play_RifleDryFire";
            gunItem.m_ImpactAudio  = "Play_BulletImpacts";

            gunItem.m_SwayIncreasePerSecond = modRifleComponent.SwayIncrement;
            gunItem.m_SwayValueZeroFatigue  = modRifleComponent.MinSway;
            gunItem.m_SwayValueMaxFatigue   = modRifleComponent.MaxSway;

            Cleanable cleanable = ModUtils.GetOrCreateComponent <Cleanable>(modRifleComponent);

            cleanable.m_ConditionIncreaseMin = 2;
            cleanable.m_ConditionIncreaseMin = 5;
            cleanable.m_DurationMinutesMin   = 15;
            cleanable.m_DurationMinutesMax   = 5;
            cleanable.m_CleanAudio           = "Play_RifleCleaning";
            cleanable.m_RequiresToolToClean  = true;
            cleanable.m_CleanToolChoices     = new ToolsItem[] { Resources.Load <GameObject>("GEAR_RifleCleaningKit").GetComponent <ToolsItem>() };

            FirstPersonItem firstPersonItem = ConfiguredRifleFirstPersonItem(modRifleComponent);

            ModAnimationStateMachine animation = ModUtils.GetOrCreateComponent <ModAnimationStateMachine>(modRifleComponent);

            animation.SetTransitions(firstPersonItem.m_PlayerStateTransitions);
        }
Ejemplo n.º 3
0
        private static FirstPersonItem ConfiguredRifleFirstPersonItem(ModRifleComponent modRifleComponent)
        {
            FirstPersonItem result = ModComponentUtils.ComponentUtils.GetOrCreateComponent <FirstPersonItem>(modRifleComponent);

            GameObject revolver = Resources.Load <GameObject>("GEAR_Revolver");

            if (revolver is null)
            {
                Logger.LogWarning("Could not load revolver gameobject!");
            }
            else
            {
                Logger.LogWarning("Loaded revolver gameobject!");
            }

            FirstPersonItem template = revolver?.GetComponent <FirstPersonItem>();

            if (template is null)
            {
                Logger.LogWarning("Could not load first person template from revolver!");
            }
            else
            {
                Logger.LogWarning("Loaded first person template from revolver!");
            }

            result.m_FirstPersonObjectName = ModComponentUtils.NameUtils.NormalizeName(modRifleComponent.name);
            result.m_UnWieldAudio          = template.m_UnWieldAudio;
            result.m_WieldAudio            = template.m_WieldAudio;
            Logger.LogWarning("made it this far");
            result.m_PlayerStateTransitions = Object.Instantiate(template.m_PlayerStateTransitions);
            Logger.LogWarning("farther");
            //result.Awake();
            Logger.LogWarning("the end");
            return(result);
        }