Example #1
0
        void Start()
        {
            inventoryWeapons = CurrentPlayer.Inventory.Weapons;
            inventoryAmmo    = CurrentPlayer.Inventory.Ammo;

            // init weapons
            Weapon[] ws = GetComponentsInChildren <Weapon>(true);
            weapons = new Dictionary <WeaponIndex, Weapon>();

            foreach (Weapon w in ws)
            {
                // scene's weapon index is not set
                // so parse it
                WeaponIndex index = (WeaponIndex)Enum.Parse(typeof(WeaponIndex), w.gameObject.name);

                // include it only if available in inventory
                // if (inventoryWeapons.IsAvailable(index))
                {
                    weapons.Add(index, w);
                    w.Init(this, inventoryWeapons.Get(index), inventoryAmmo);
                }
            }

            // get audio sources
            audioSources     = GetComponentsInChildren <AudioSource>();
            audioSourceIndex = 0;
            Debug.Assert(audioSources.Length != 0, "No audio source for weapons");

            // animation
            commonAnimation = GetComponent <Animation>();
            Debug.Assert(commonAnimation != null);

            // states
            isSwitching            = false;
            canSwitchToAnotherNext = false;
            currentWeapon          = new Maybe <WeaponIndex>();
            nextWeapon             = new Maybe <WeaponIndex>();

            // events
            SignToEvents();

            // set parameters for weapons particles
            InitParticles();

            // to default
            Reinit();

            isInitialized = true;
        }
Example #2
0
        void UpdateList()
        {
            IWeaponsHolder weapons = inventory.Weapons;
            IAmmoHolder    ammo    = inventory.Ammo;

            List <WeaponIndex> available = weapons.GetAvailableWeaponsInGame();
            int availableAmount          = available.Count;

            if (availableAmount == 0)
            {
                weaponSelectionObj.SetActive(false);
                noAvailableWeaponsObj.SetActive(true);
            }
            else
            {
                weaponSelectionObj.SetActive(true);
                noAvailableWeaponsObj.SetActive(false);
            }

            int counter = 0;

            foreach (WeaponButton b in buttons.Values)
            {
                if (counter < availableAmount)
                {
                    IWeaponItem w = weapons.Get(available[counter]);
                    IAmmoItem   a = ammo.Get(w.AmmoType);

                    //if (!w.IsAmmo || (w.IsAmmo && a.CurrentAmount > 0))
                    {
                        b.Set(w, a, SelectWeapon, ammoList.HighlightAmmo);
                    }
                    //else
                    //{
                    //    b.gameObject.SetActive(false);
                    //}
                }
                else
                {
                    // disable other buttons
                    b.gameObject.SetActive(false);
                }

                counter++;
            }
        }
        void UpdateWheel()
        {
            if (inventory == null)
            {
                inventory = GameController.Instance.Inventory;
            }

            IWeaponsHolder weapons = inventory.Weapons;
            IAmmoHolder    ammo    = inventory.Ammo;

            List <WeaponIndex> available = weapons.GetAvailableWeaponsInGame();
            int availableAmount          = available.Count;

            GameObject wheel = GetWheel(availableAmount);

            if (wheel == null)
            {
                return;
            }

            int counter = 0;

            var bs = wheel.GetComponentsInChildren <WeaponWheelButton>(true);

            foreach (WeaponWheelButton b in bs)
            {
                b.SetColors(defaultColor, highlitedColor, disabledColor);

                if (counter < availableAmount)
                {
                    IWeaponItem w = weapons.Get(available[counter]);
                    IAmmoItem   a = ammo.Get(w.AmmoType);

                    b.Set(w, a, Select, Highlight, Unhighlight);
                }
                else
                {
                    // disable buttons without weapon
                    b.Disable();
                }

                counter++;
            }
        }
Example #4
0
        /// <summary>
        /// Init fields from player's items
        /// </summary>
        public void Init(WeaponsController controller, WeaponItem playerItem, IAmmoHolder playerAmmo)
        {
            Debug.Assert(WController == null, "Several initializations of the same weapon", controller);


            WController = controller;
            Owner       = controller.CurrentPlayer.gameObject;


            ammo = playerAmmo;
            item = playerItem;


            // load info
            Data = item.Stats;

            WeaponIndex = item.This;

            DamageValue     = Data.Damage;
            AmmoType        = Data.AmmoType;
            AmmoConsumption = Data.AmmoConsumption;
            ReloadingTime   = Data.ReloadingTime;
            Accuracy        = Data.Accuracy;

            Durability     = Data.Durability;
            refHealth      = item.HealthRef;
            JamProbability = Data.JamProbability;

            PercentageForJam = Data.PercentageForJam;

            ShotSound  = Data.ShotSound;
            BreakSound = Data.BreakSound;
            UnjamSound = Data.UnjamSound;


            // layers
            AutoaimLayerMask = LayerMask.GetMask(LayerNames.AutoaimTargets);
            WeaponLayerMask  = LayerMask.GetMask(LayerNames.Default, LayerNames.Damageable);
            DamageableLayer  = LayerMask.NameToLayer(LayerNames.Damageable);


            // get anim
            weaponAnimation = GetComponentInChildren <Animation>(true);

            string tempName = weaponAnimation.clip.name;

            tempName = tempName.Remove(0, 1);

            AnimShootName = "S" + tempName;
            AnimJamName   = "J" + tempName;
            AnimUnjamName = "U" + tempName;
            AnimBreakName = "B" + tempName;


            // set hand animation
            handPivot = GetComponentInChildren <HandPivot>(true);
            if (handPivot != null)
            {
                string handAnimName = "H" + tempName;
                handPivot.Init(handAnimName);
            }

            // set state
            State     = WeaponState.Nothing;
            wasJammed = false;

            InitWeapon();

            SaveTransforms();
        }