public override void Fire4(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP) { FPP.Fire4(value); } }
public override void Horizontal(float value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP) { FPP.MoveHorizontal(value); } }
public override void Vertical(float value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP) { FPP.MoveVertical(value); } }
public virtual void Cancel(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && value) { FPP.SetCursorLock(false); } }
public virtual void LookVertical(float value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP) { FPP.LookVertical(value); } }
public virtual void LookHorizontal(float value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && allowControl) { FPP.LookHorizontal(value); } }
public virtual void Fire5(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && allowControl) { FPP.Fire5(value); } }
public override void Fire3(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && allowControl) { FPP.Fire3(value); } }
/// <summary> /// The basic interaction of an item while it's in the world is to have the FPS_Pawn equip it. /// </summary> /// <param name="source"></param> /// <param name="instigator"></param> /// <returns>Return true if the item is equipped</returns> protected override bool ProcessInteraction(Actor source, Controller instigator) { FPS_Pawn fpp = source.GetComponent <FPS_Pawn>(); if (fpp) { return(fpp.Equip(this)); } return(false); }
public virtual bool Ignite(Actor user) { if (!isOpen) { return(false); } //Light torch animation FPS_Pawn FPP = (FPS_Pawn)user; if (!FPP) { return(false); } bool lookForTorch = true; Torch t = null; if (FPP.handDominant.EquippedItem) { t = FPP.handDominant.EquippedItem.GetComponent <Torch>(); if (t) { if (!t.LightActive) { lookForTorch = false; } } } if (lookForTorch) { GameObject target = FPP.GetInteractableObject(); if (!target) { return(false); } t = target.GetComponent <Torch>(); if (!t) { return(false); } if (t.LightActive) { return(false); } } t.LightOn(); t.getLit = true; return(true); }
public virtual void Cancel(bool value) { if (value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && ms && allowPausing) { ms.TogglePause(); FPP.SetCursorLock(!ms.IsPaused); //LOG("Escape"); } } }
public void checkDamageDistance() { FPS_Pawn pp = playerPawn.GetComponent <FPS_Pawn>(); float distanceToPlayer = Vector3.Distance(playerPawn.transform.position, gameObject.transform.position); if (pp) { if (distanceToPlayer < armsReach) { print("Distance to player: " + distanceToPlayer); pp.TakeDamage(gameObject.GetComponent <Actor>(), damageFactor); } } }
protected override bool ProcessInteraction(Actor source, Controller instigator) { FPS_Pawn FPP = (FPS_Pawn)source; if (!FPP) { return(false); } FindObjectOfType <MenuScript>().SetGameSmallText(true, popupHint, hintPopupTime); FPP.hasKey = true; Destroy(gameObject); return(true); }
public override void Fire1(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && allowControl) { FPP.Fire1(value); if (!ms) { FPP.SetCursorLock(true); } else { if (!ms.IsPaused) { FPP.SetCursorLock(true); } } } }
protected override bool ProcessInteraction(Actor source, Controller instigator) { if (isLocked) { FPS_Pawn FPP = (FPS_Pawn)source; if (FPP) { if (FPP.hasKey) { isLocked = false; DoorOpen.Play(); return(false); } } if (_ms) { _ms.SetGameSmallText(true, popupHint, hintPopupTime); } return(false); } HorrorGame hg = FindObjectOfType <HorrorGame>(); if (!hg) { LOG_ERROR("No object in scene with HorrorGame attached. Can not ask to end game."); return(true); } hg.EndGame(true); FPS_Controller FPC = (FPS_Controller)instigator; if (FPC) { FPC.UnPossesPawn(FPC.GetPossesedPawn()); FPC.allowPausing = false; } return(true); }