public void Initialize() { UIController uic = GeneralVariables.uiController; weaponName = uic.weaponName; curAmmo = uic.curAmmoDisplay; ammoLeft = uic.ammoLeftDisplay; ammoBar = uic.ammoBar; PlayerReference pr = GeneralVariables.playerRef; gm = transform.parent.GetComponent <GrenadeManager>(); pm = pr.GetComponent <PlayerMovement>(); gam = pr.gam; wm = pr.wm; acs = pr.acs; if (isDetonatable) { canDetonate = true; } OnSelect(); switchToWeapon = -1; canThrow = true; }
public override void OnInspectorGUI() { GrenadeManager gm = target as GrenadeManager; GrenadeAmmoManager gam = gm.transform.parent.parent.GetComponent <GrenadeAmmoManager>(); if (gm.nadeList == null) { gm.nadeList = (GrenadeList)EditorGUILayout.ObjectField("Grenade List Prefab:", gm.nadeList, typeof(GrenadeList), true); EditorGUILayout.HelpBox("Not assigning this variable will have a heavy performance cost!", MessageType.Warning); } GUILayout.Space(6); EditorGUILayout.LabelField(" To Be Instantiated:", EditorStyles.boldLabel); EditorGUI.indentLevel += 1; EditorGUILayout.ObjectField(" Grenade Slot #1:", GrenadeDatabase.GetGrenadeByID(gam.grenadeTypeOne), typeof(GrenadeController), false); EditorGUILayout.ObjectField(" Grenade Slot #2:", GrenadeDatabase.GetGrenadeByID(gam.grenadeTypeTwo), typeof(GrenadeController), false); EditorGUI.indentLevel -= 1; }
public void Initialize() { if (nadeList != null) { GrenadeDatabase.savedGrenadeList = nadeList; } PlayerReference playerRef = GeneralVariables.playerRef; wm = playerRef.wm; dm = playerRef.dm; gam = playerRef.gam; grenadeInventory[0] = AddGrenadeToInventory(gam.grenadeTypeOne); grenadeInventory[1] = AddGrenadeToInventory(gam.grenadeTypeTwo); CheckGrenades(); curGrenade = availableGrenades[0]; curGrenade.OnSelect(); canSwitch = true; gameObject.SetActive(false); }
void Start() { player = GeneralVariables.player; dm = GetComponent <DynamicMovement>(); pm = player.GetComponent <PlayerMovement>(); pv = player.GetComponent <PlayerVitals>(); pl = player.GetComponent <PlayerLook>(); pe = player.GetComponent <PlayerEffects>(); gam = GeneralVariables.playerRef.gam; ac = GeneralVariables.playerRef.ac; acs = GeneralVariables.playerRef.acs; UIController uiController = GeneralVariables.uiController; curAmmoDisplay = uiController.curAmmoDisplay; ammoLeftDisplay = uiController.ammoLeftDisplay; weaponName = uiController.weaponName; weaponIcon = uiController.weaponIcon; weaponSlot = uiController.weaponSlot; ammoBar = uiController.ammoBar; muzGlow = uiController.muzzleHelmetGlow; fireModeDisplay = uiController.fireModeLabel; reloadIndImpulse = uiController.reloadIndicatorLabel.GetComponent <ImpulseGUI>(); grenadeSelection = uiController.grenadeSelectionSprite; grenadeSelectionLabel = uiController.grenadeSelectionLabel; defaultIconPos = new Vector3(-172f, 14f, 2f); grenadeSelectionLabel.alpha = 0.2f; grenadeSelection.transform.localPosition = new Vector3(-35f, 83f, 0f); grenadeManager.gameObject.SetActive(true); grenadeManager.Initialize(); queuedAmmo = -1; queuedReserve = -1; queuedChamber = false; curWeaponNum = -1; if (mpSpawnStartPrimary > -1) { AddWeapon(mpSpawnStartPrimary, false); mpSpawnStartPrimary = -1; } else if (startingPrimary > -1) { AddWeapon(startingPrimary, false); } if (mpSpawnStartSecondary > -1) { AddWeapon(mpSpawnStartSecondary, false); mpSpawnStartSecondary = -1; } else if (startingSecondary > -1) { AddWeapon(startingSecondary, false); } if (Topan.Network.isConnected) { StartCoroutine(WaitForNetworkInit()); } else { FindWeaponToUse(true, 0); } dca = 0f; dal = 0f; displayCurAmmo = 0; displayAmmoLeft = 0; friendlyFire = NetworkingGeneral.friendlyFire; initTime = Time.time; }
public override void OnInspectorGUI() { GrenadeAmmoManager gam = target as GrenadeAmmoManager; GUILayout.Space(5); if (GrenadeDatabase.publicGrenadeControllers.Length <= 0) { GUILayout.Box("You must have at least 1 grenade in the database to enable this manager!"); gam.grenadeTypeOne = -1; gam.grenadeTypeTwo = -1; return; } int typeOneValue = Mathf.Clamp(gam.grenadeTypeOne, -1, GrenadeDatabase.publicGrenadeControllers.Length - 1); EditorGUILayout.LabelField("Grenade Slot #1 (" + ((typeOneValue == -1) ? "None" : GrenadeDatabase.GetGrenadeByID(typeOneValue).name) + ")", EditorStyles.boldLabel); EditorGUI.indentLevel += 1; gam.grenadeTypeOne = EditorGUILayout.IntField("Grenade ID:", typeOneValue); if (gam.grenadeTypeOne == -1) { GUI.enabled = false; } gam.typeOneGrenades = EditorGUILayout.IntSlider(" Grenade Amount:", gam.typeOneGrenades, 0, gam.typeOneMaxGrenades); gam.typeOneMaxGrenades = EditorGUILayout.IntField(" Max Grenades:", gam.typeOneMaxGrenades); GUI.enabled = true; EditorGUI.indentLevel -= 1; DarkRef.GUISeparator(); int typeTwoValue = Mathf.Clamp(gam.grenadeTypeTwo, -1, GrenadeDatabase.publicGrenadeControllers.Length - 1); if (typeTwoValue == typeOneValue && typeOneValue > -1) { if (typeTwoValue < GrenadeDatabase.publicGrenadeControllers.Length - 1) { typeTwoValue++; } else { typeTwoValue--; } } if (GrenadeDatabase.publicGrenadeControllers.Length < 2) { GUILayout.Box("You must have at least 2 grenades in the database in order to enable the second slot!"); GUI.enabled = false; } else { EditorGUILayout.LabelField("Grenade Slot #2 (" + ((typeTwoValue == -1) ? "None" : GrenadeDatabase.GetGrenadeByID(typeTwoValue).name) + ")", EditorStyles.boldLabel); EditorGUI.indentLevel += 1; gam.grenadeTypeTwo = EditorGUILayout.IntField("Grenade ID:", typeTwoValue); if (gam.grenadeTypeTwo == -1) { GUI.enabled = false; } gam.typeTwoGrenades = EditorGUILayout.IntSlider(" Grenade Amount:", gam.typeTwoGrenades, 0, gam.typeTwoMaxGrenades); gam.typeTwoMaxGrenades = EditorGUILayout.IntField(" Max Grenades:", gam.typeTwoMaxGrenades); EditorGUI.indentLevel -= 1; } if (GUI.changed) { EditorUtility.SetDirty(gam); } }