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; }
public void StopFiringRangedWeapon() { if(_parentCharacter.MyReference.CurrentWeapon != null) { _parentCharacter.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerRelease(); } AIWeaponState = AIWeaponStates.None; _triggerState = AIWeaponTriggerState.Released; }
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(); }
public void StartFiringRangedWeapon() { AIWeaponState = AIWeaponStates.FiringRangedWeapon; UpdatePerFrame(); }
public void StartFiringRangedWeapon() { AIWeaponState = AIWeaponStates.FiringRangedWeapon; }