Example #1
0
 public void SetCrosshairType(CrosshairStyle c)
 {
     if (crosshairStyle != c)
     {
         crosshairStyle = c;
     }
 }
Example #2
0
        public void DrawCrosshair(CrosshairStyle style, float x, float y, float size, float stroke, Direct2DColor color)
        {
            _sharedBrush.Color = color;

            if (style == CrosshairStyle.Dot)
            {
                FillCircle(x, y, size, color);
            }
            else if (style == CrosshairStyle.Plus)
            {
                DrawLine(x - size, y, x + size, y, stroke, color);
                DrawLine(x, y - size, x, y + size, stroke, color);
            }
            else if (style == CrosshairStyle.Cross)
            {
                DrawLine(x - size, y - size, x + size, y + size, stroke, color);
                DrawLine(x + size, y - size, x - size, y + size, stroke, color);
            }
            else if (style == CrosshairStyle.Gap)
            {
                DrawLine(x - size - stroke, y, x - stroke, y, stroke, color);
                DrawLine(x + size + stroke, y, x + stroke, y, stroke, color);

                DrawLine(x, y - size - stroke, x, y - stroke, stroke, color);
                DrawLine(x, y + size + stroke, x, y + stroke, stroke, color);
            }
            else if (style == CrosshairStyle.Diagonal)
            {
                DrawLine(x - size, y - size, x + size, y + size, stroke, color);
                DrawLine(x + size, y - size, x - size, y + size, stroke, color);
            }
            else if (style == CrosshairStyle.Swastika)
            {
                RawVector2 first  = new RawVector2(x - size, y);
                RawVector2 second = new RawVector2(x + size, y);

                RawVector2 third  = new RawVector2(x, y - size);
                RawVector2 fourth = new RawVector2(x, y + size);

                RawVector2 haken_1 = new RawVector2(third.X + size, third.Y);
                RawVector2 haken_2 = new RawVector2(second.X, second.Y + size);
                RawVector2 haken_3 = new RawVector2(fourth.X - size, fourth.Y);
                RawVector2 haken_4 = new RawVector2(first.X, first.Y - size);

                _device.DrawLine(first, second, _sharedBrush, stroke);
                _device.DrawLine(third, fourth, _sharedBrush, stroke);

                _device.DrawLine(third, haken_1, _sharedBrush, stroke);
                _device.DrawLine(second, haken_2, _sharedBrush, stroke);
                _device.DrawLine(fourth, haken_3, _sharedBrush, stroke);
                _device.DrawLine(first, haken_4, _sharedBrush, stroke);
            }
        }
Example #3
0
    private IEnumerator DelayApply()
    {
        updateGraphicsFrameCount = Time.frameCount;
        yield return(null); //Wait for one frame before applying.

        QualitySettings.SetQualityLevel(shadowQuality);

        if (setFS)
        {
            Screen.fullScreen = (fullScreen == "Fullscreen");

            if (Screen.currentResolution.width != screenWidth || Screen.currentResolution.height != screenHeight || Screen.fullScreen != (fullScreen == "Fullscreen"))
            {
                Screen.SetResolution(screenWidth, screenHeight, fullScreen == "Fullscreen");
            }
        }

        setFS = true;

        QualitySettings.masterTextureLimit = textureQuality;
        QualitySettings.vSyncCount         = (vsync == "Enabled") ? 1 : 0;

        if (crosshairStyle == "Dynamic")
        {
            crossStyle = CrosshairStyle.Dynamic;
        }
        else if (crosshairStyle == "Static")
        {
            crossStyle = CrosshairStyle.Static;
        }
        else if (crosshairStyle == "Disabled")
        {
            crossStyle = CrosshairStyle.Disabled;
        }

        if (aniso == "Disable")
        {
            QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
        }
        else if (aniso == "Enable")
        {
            QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
        }

        QualitySettings.shadowDistance = shadowDistance;
        AudioListener.volume           = soundVolume;

        foreach (Terrain terrain in ter)
        {
            terrain.heightmapPixelError     = terrainMeshDetail;
            terrain.detailObjectDistance    = vegetationDistance;
            terrain.detailObjectDensity     = vegetationDensity;
            terrain.treeBillboardDistance   = terrainTreeDrawDistance;
            terrain.treeMaximumFullLODCount = terrainMaxTrees;
        }

        if (GeneralVariables.uicIsActive)
        {
            GeneralVariables.uiController.UpdateHUD((enableHUD == 1) ? true : false);
        }

        UpdatePostProcess();
    }
Example #4
0
    void Update()
    {
        if (GeneralVariables.playerRef == null)
        {
            foreach (UISprite sprite in crossSprites)
            {
                sprite.alpha = 0f;
            }

            return;
        }

        crossStyle = GameSettings.settingsController.crossStyle;
        float empDistortCrosshair = (pe.hasEMP) ? (Mathf.PerlinNoise(Mathf.PingPong(Time.time * 25f, 200f), 0f) * 35f) : 0f;

        if (crossStyle == CrosshairStyle.Dynamic)
        {
            GunController curGun = wm.currentGC;

            if (curGun != null)
            {
                if (curGun.crosshairsEnabled && !pm.sprinting && !dm.terminalVelocity)
                {
                    isEnabled = (!ac.isAiming && !curGun.reloading && !acs.clipping && !pm.onLadder);

                    if (!ac.isTransitioning && !ac.isAiming)
                    {
                        baseSpread  = curGun.spreadReal * offsetMultiplier;
                        baseSpread *= (70f / GameSettings.settingsController.FOV);
                    }
                }
                else
                {
                    isEnabled = false;
                }
            }
            else
            {
                isEnabled  = !pm.sprinting;
                baseSpread = defaultSpacing;
            }

            if (isEnabled && !pm.sprinting && !dm.animationIsPlaying)
            {
                growthSpreadAnim = Mathf.Lerp(growthSpreadAnim, 0f, Time.deltaTime * 9f);
            }
            else
            {
                growthSpreadAnim = Mathf.Lerp(growthSpreadAnim, 30f, Time.deltaTime * 9f);
            }

            joltAnim = Mathf.Lerp(joltAnim, 0f, Time.deltaTime * 7f);
        }
        else if (crossStyle == CrosshairStyle.Static)
        {
            isEnabled        = !pm.sprinting && !ac.isAiming;
            baseSpread       = defaultSpacing;
            growthSpreadAnim = 0f;
            joltAnim         = 0f;
        }
        else
        {
            foreach (UISprite sprite in crossSprites)
            {
                sprite.alpha = 0f;
            }

            baseSpread       = defaultSpacing;
            growthSpreadAnim = 0f;
            joltAnim         = 0f;
            return;
        }

        realSpacing        = (baseSpread + guiBaseOffset) + joltAnim + growthSpreadAnim + empDistortCrosshair;
        hitIndicatorOffset = realSpacing - ((!ac.isAiming) ? growthSpreadAnim : 0f);

        float xEMP = ((pe.hasEMP) ? (1f - Random.value * 2f) * 75f * Random.value : 0f);
        float yEMP = ((pe.hasEMP) ? (1f - Random.value * 2f) * 75f * Random.value : 0f);

        leftCross.cachedTrans.localPosition  = new Vector3(-realSpacing + xEMP, yEMP, 0f);
        rightCross.cachedTrans.localPosition = new Vector3(realSpacing + xEMP, yEMP, 0f);
        upCross.cachedTrans.localPosition    = new Vector3(xEMP, realSpacing + yEMP, 0f);
        downCross.cachedTrans.localPosition  = new Vector3(xEMP, -realSpacing + yEMP, 0f);

        float alpha = (isEnabled && !dm.animationIsPlaying && !RestrictionManager.restricted) ? opacity : 0f;

        foreach (UISprite sprite in crossSprites)
        {
            if (pe.hasEMP)
            {
                sprite.alpha = Random.value * alpha;
            }
            else
            {
                sprite.alpha = Mathf.MoveTowards(sprite.alpha, alpha, Time.unscaledDeltaTime * opacity * 10f);
            }
        }
    }
Example #5
0
    private void DrawWeaponBase()
    {
        EditorGUILayout.Space();
        EditorGUILayout.BeginVertical("Window");

        EditorGUI.BeginChangeCheck();
        int weaponId = EditorGUILayout.IntField("Weapon ID", m_Target.weaponId);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Weapon ID");
            m_Target.weaponId = weaponId;
        }

        EditorGUI.BeginChangeCheck();
        string weaponName = EditorGUILayout.TextField("Weapon Name", m_Target.weaponName);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Weapon Name");
            m_Target.weaponName = weaponName;
        }

        if (m_Target.weaponName.Length > 0)
        {
            m_Target.gameObject.name = m_Target.weaponName;
        }
        else
        {
            m_Target.gameObject.name = "Weapon Name";
        }

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Weapon Icon");

        EditorGUI.BeginChangeCheck();
        Texture2D weaponIcon = (Texture2D)EditorGUILayout.ObjectField(m_Target.weaponIcon, typeof(Texture2D), false);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Weapon Icon");
            m_Target.weaponIcon = weaponIcon;
        }

        EditorGUILayout.EndHorizontal();

        EditorGUI.BeginChangeCheck();
        GameObject droppablePrefab = (GameObject)EditorGUILayout.ObjectField("Droppable Prefab", m_Target.droppablePrefab, typeof(GameObject), false);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Droppable Prefab");
            m_Target.droppablePrefab = droppablePrefab;
        }

        EditorGUILayout.Space();

        EditorGUI.BeginChangeCheck();
        float weight = EditorGUILayout.Slider("Weapon Weight", m_Target.weight, 0, 2.5f);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Weapon Weight");
            m_Target.weight = weight;
        }

        EditorGUI.BeginChangeCheck();
        CrosshairStyle crosshairStyle = (CrosshairStyle)EditorGUILayout.EnumPopup("Crosshair Style", m_Target.crosshairStyle);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Crosshair Style");
            m_Target.crosshairStyle = crosshairStyle;
        }

        EditorGUILayout.Space();

        EditorGUI.BeginChangeCheck();
        bool melee = EditorGUILayout.Toggle("Melee Attack", m_Target.melee);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Disabe/Enable Melee Attack");
            m_Target.melee = melee;
        }

        EditorGUILayout.Space();

        EditorGUI.BeginChangeCheck();
        Camera mainCamera = (Camera)EditorGUILayout.ObjectField("Main Camera", m_Target.mainCamera, typeof(Camera), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Main Camera");
            m_Target.mainCamera = mainCamera;
        }

        EditorGUI.BeginChangeCheck();
        MoveController controller = (MoveController)EditorGUILayout.ObjectField("Player", m_Target.controller, typeof(MoveController), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Player");
            m_Target.controller = controller;
        }

        EditorGUI.BeginChangeCheck();
        CameraAnimations cameraAnimations = (CameraAnimations)EditorGUILayout.ObjectField("Camera Animations", m_Target.cameraAnimations, typeof(CameraAnimations), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed Camera Animations");
            m_Target.cameraAnimations = cameraAnimations;
        }

        EditorGUI.BeginChangeCheck();
        PlayerUI ui = (PlayerUI)EditorGUILayout.ObjectField("UI", m_Target.UI, typeof(PlayerUI), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Changed UI");
            m_Target.UI = ui;
        }

        EditorGUI.BeginChangeCheck();
        BulletMarkManager bulletMark = (BulletMarkManager)EditorGUILayout.ObjectField("Bullet Marks Manager", m_Target.bulletMark, typeof(BulletMarkManager), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Bullet Marks Manager");
            m_Target.bulletMark = bulletMark;
        }

        EditorGUI.BeginChangeCheck();
        WeaponsManager weaponManager = (WeaponsManager)EditorGUILayout.ObjectField("Weapons Manager", m_Target.weaponManager, typeof(WeaponsManager), true);

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject(target, "Bullet Weapons Manager");
            m_Target.weaponManager = weaponManager;
        }

        EditorGUILayout.Space();
        if (GUILayout.Button("Enable / Disabe"))
        {
            if (hide)
            {
                hide = false;
            }
            else
            {
                hide = true;
            }
            m_Target.DisableRenders(hide);
        }

        EditorGUILayout.EndVertical();
    }