Example #1
0
    // Send a weapon to the script, running initialization, placing it in the player's hand and prepping all references
    public void EquipWeapon(GameObject weaponToEquip)
    {
        // Unload the last weapon
        if (m_equipedWeapon != null)
        {
            m_eqipedWeaponScript.m_colliderObject.GetComponent <DamageCollider> ().UnEquip();
            Destroy(m_equipedWeapon);
        }

        // Instance the weapon prefab
        m_equipedWeapon = Instantiate(weaponToEquip, m_handObject.transform);

        m_equipedWeapon.transform.position = m_handObject.transform.position;
        m_equipedWeapon.transform.rotation = m_handObject.transform.rotation;

        // Load new weapon
        m_eqipedWeaponScript  = m_equipedWeapon.GetComponent <EQ_Weapon>();
        m_swingColliderObject = m_eqipedWeaponScript.m_colliderObject;
        // Get the animator for this weapon
        m_swordAnimator = m_eqipedWeaponScript.m_weaponAnimator;

        // Pass damage to deal to the new collider and perform the set up accordingly
        m_swingColliderObject.GetComponent <DamageCollider> ().InitCollider(m_eqipedWeaponScript.m_swingObject.m_damageTicks, this);
        // Prep collider for correct targets to deal damage to
        m_swingColliderObject.GetComponent <DamageCollider>().PlayerOwnership = m_isPlayer;
    }
Example #2
0
    protected IEnumerator InterruptSword(EQ_Weapon equipedWeapon)
    {
        // Disable the collider, as we have interrupted the swing
        m_swingColliderObject.GetComponent <DamageCollider> ().EndSwing();

        // Set the param to interrupted state, and the animation length
        m_swordAnimator.SetInteger(animStateParameter, 4);
        m_curAnimDuration = equipedWeapon.m_swingObject.m_swingInterrupt;

        // DO INTERRUPT ANIMATION
        yield return(new WaitForSeconds(equipedWeapon.m_swingObject.m_swingInterrupt));

        m_swordAnimator.SetInteger(animStateParameter, 3);

        // Allow for another attack now we're reset
        m_isAllowedToAttack = true;
    }
Example #3
0
    // CoRoutine to swing sword, perform an attack
    protected IEnumerator SwingSword(EQ_Weapon equipedWeapon)
    {
        // Whilst coroutine is performing, prevent further attacks being queued
        m_isAllowedToAttack = false;

        // Swing is currently not allowed to start yet, Play charge up animations and fx etc
        m_swordAnimator.SetInteger(animStateParameter, 0);
        m_curAnimDuration = equipedWeapon.m_swingObject.m_swingDelay;
        yield return(new WaitForSeconds(equipedWeapon.m_swingObject.m_swingDelay));

        // Swing is currently being performed, enable the collider
        m_swingColliderObject.SetActive(true);
        m_swingColliderObject.GetComponent <DamageCollider> ().BeginSwing();

        // Flag animations
        m_swordAnimator.SetInteger(animStateParameter, 1);
        m_curAnimDuration = equipedWeapon.m_swingObject.m_swingTime;

        yield return(new WaitForSeconds(equipedWeapon.m_swingObject.m_swingTime));

        // Swing has finished, but is within the recovery time, do recovery animations and fx etc
        // Clean up collider
        if (m_swingColliderObject != null)
        {
            // End swing will also SetActive m_swingColliderObject(false) internally
            m_swingColliderObject.GetComponent <DamageCollider> ().EndSwing();
        }

        m_swordAnimator.SetInteger(animStateParameter, 2);
        m_curAnimDuration = equipedWeapon.m_swingObject.m_swingRecovery;
        yield return(new WaitForSeconds(equipedWeapon.m_swingObject.m_swingRecovery));

        m_isAllowedToAttack = true;
        m_swordAnimator.SetInteger(animStateParameter, 3);
        m_curAnimDuration = 0;
        yield return(null);
    }