private void HandleOnWeaponSwitch(Shooter activeWeapon) { // getting WeaponReloader component from activeWeapon reloader = activeWeapon.reloader; reloader.onAmmoChanged += HandleOnAmmoChange; HandleOnAmmoChange(); }
public override void OnPickup(Player player) { //Add weapon to the players weaponlist GameObject weaponGO = Instantiate(weaponPrefab, player.transform.position, player.transform.rotation); weaponGO.transform.SetParent(player.transform.Find("Weapons")); //Give the amount still in clip WeaponReloader reloaderGO = weaponGO.GetComponent <WeaponReloader>(); reloaderGO.RoundsRemainingInClip = ammoInClip; //Destroy or respawn the object if (useRespawn) { GameManager.Instance.Respawner.Despawn(gameObject, respawnTime); } else { Destroy(gameObject); } //Refresh weapons, you just added a gun to the list player.PlayerShoot.RefreshWeapons(); }
void Awake() { muzzle = transform.Find("Model/Muzzle"); casingSpawn = transform.Find("Model/CasingSpawn"); reloader = GetComponent <WeaponReloader> (); muzzleParticleSystem = muzzle.GetComponent <ParticleSystem> (); }
void Awake() { muzzle = transform.Find("Model/Muzzle"); reloader = GetComponent <WeaponReloader>(); muzzleFirePartical = muzzle.GetComponent <ParticleSystem>(); }
private void Awake() { muzzle = transform.Find("Model/Muzzle"); reloader = GetComponent <WeaponReloader>(); muzzleFireParticleSystem = muzzle.GetComponent <ParticleSystem>(); //transform.SetParent(hand); }
void Awake() { muzzle = transform.Find("Model/Muzzle"); reloader = GetComponent <WeaponReloader>(); muzzleFireParticleSystem = muzzle.GetComponent <ParticleSystem>(); light.SetActive(false); }
void HandleOnLocalPlayerJoined(Player player) { playerShoot = player.PlayerShoot; reloader = playerShoot.ActiveWeapon.Reloader; reloader.OnAmmoChanged += HandleOnAmmoChanged; //playerShoot.ActiveWeapon.reloader.OnAmmoChanged += HandleOnAmmoChanged; }
public void RoundsRemainingInClipTest(int maxAmmo, float reloadTime, int clipSize, int shotsFiredInClip, int roundsRemainingInClip) { WeaponReloader weaponReloader = new WeaponReloader(maxAmmo, reloadTime, clipSize); weaponReloader.shotsFiredInClip = 0; weaponReloader.TakeFromClip(shotsFiredInClip); Assert.That(clipSize - weaponReloader.shotsFiredInClip, Is.EqualTo(roundsRemainingInClip)); }
void Awake() { muzzle = transform.Find("Muzzle"); player = GetComponentInParent <PlayerScript>(); reloader = GetComponent <WeaponReloader>(); transform.SetParent(hand); muzzleFireParticleSystem = muzzle.GetComponent <ParticleSystem>(); }
void Awake() { muzzle = transform.Find("Model/Muzzle"); tupper = transform.Find("Model/Tupper"); Reloader = GetComponent <WeaponReloader> (); muzzleFireParticleSystem = muzzle.GetComponentInChildren <ParticleSystem> (); //tupperParticleSystem = tupper.GetComponentInChildren<ParticleSystem> (); }
void HandleOnLocalPlayerJoined(Player player) { playerShoot = player.PlayerShoot; playerShoot.OnWeaponSwitch += HandleOnWeaponSwitch; reloader = playerShoot.ActiveWeapon.reloader; reloader.OnAmmoChange += HandleOnAmmoChange; HandleOnAmmoChange(); }
void Start() { reloader = gameObject.GetComponent <WeaponReloader>(); if (!player) { player = GameObject.Find("Player"); } }
private void Start() { firePoint = transform.Find("Fire Point"); reloader = gameObject.GetComponent <WeaponReloader>(); if (reloader == null) { print("EL RELOADER ES NULO"); } }
void Start() { muzzle = transform.Find("Muzzle"); reloader = GetComponent <WeaponReloader> (); muzzleFireParticleSystem = muzzle.gameObject.GetComponentInChildren <ParticleSystem> (); transform.SetParent(hand); //muzzle.transform.rotation = Quaternion.LookRotation (crosshair.transform.position); }
void HandleOnLocalPLayerJoined(Player player) { playerShoot = player.PlayerShoot; reloader = playerShoot.ActiveWeapon.Reloader; playerShoot.OnWeaponSwitch += HandleOnWeaponSwitch; HandleOnAmmoChanged(); reloader = playerShoot.ActiveWeapon.Reloader; reloader.OnAmmoChanged += HandleOnAmmoChanged; }
protected virtual void Awake() { firePot = transform.Find("firePot"); reloader = GetComponent <WeaponReloader>(); transform.SetParent(hand); fireEnable = true; }
void Awake() { player = GetComponentInParent <Player> (); Reloader = GetComponent <WeaponReloader> (); muzzle = transform.Find("Model/Muzzle"); bulletExtractor = transform.Find("Model/BulletExtractor"); muzzleParticleSystem = muzzle.GetComponent <ParticleSystem> (); extractorParticleSystem = bulletExtractor.GetComponent <ParticleSystem> (); }
void Awake() { muzzle = transform.Find("Model/Muzzle"); Reloader = GetComponent <WeaponReloader> (); audioFire = transform.Find("Audio/Fire"); audioControllerFire = audioFire.GetComponentInChildren <AudioController> (); audioReload = transform.Find("Audio/Reload"); audioControllerReload = audioReload.GetComponentInChildren <AudioController> (); muzzlePartSystem = muzzle.GetComponent <ParticleSystem> (); if (Reloader is ReloaderByCartridge) { cartridgeReloader = (ReloaderByCartridge)Reloader; } }
private void Awake() { _player = GetComponentInParent <Player>(); _muzzle = transform.Find("Muzzle"); if (_muzzle != null) { _fireParticleSystem = _muzzle.GetComponent <ParticleSystem>(); } _reloader = GetComponent <WeaponReloader>(); if (_hand != null) { transform.SetParent(_hand); transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.identity; } }
private void Update() { if (GameManager.Instance.LocalPlayer == null) { return; } Shooter activeWeapon = GameManager.Instance.LocalPlayer.PlayerShoot.ActiveWeapon; // Active weapon could be null at the beginning because the switchweapon to the first shooter in the hierarchy is a client RPC that will take some time if (activeWeapon != null) { WeaponReloader weaponReloader = activeWeapon.Reloader; if (weaponReloader != null) { _text.text = weaponReloader.RoundsRemainingInClip + "/" + weaponReloader.RemainingInContainer; } } }
public void loadPlayer() { string playerMsg = GameManager.Instance.SocketController.loadPlayer(); string RegexStr = @"'\w+': u*'[()\.\- \w,]+'"; foreach (Match match in Regex.Matches(playerMsg, RegexStr)) { print("match succeed"); string[] values = match.Value.Split(':'); if (values[0] == "'blood'") { Health h = transform.GetComponent <Health>(); h.damageTaken = 5 - int.Parse(values[1].Trim().Substring(1, values[1].Trim().Length - 2)); } else if (values[0] == "'projectile'") { WeaponReloader wr = transform.GetComponentInChildren <WeaponReloader>(); wr.shotsFiredInClip = wr.clipSize - int.Parse(values[1].Trim().Substring(1, values[1].Trim().Length - 2)); } else if (values[0] == "'position'") { print(float.Parse("-0.1")); string[] positionMsg = values[1].Trim().Substring(3, values[1].Trim().Length - 5).Split(','); Vector3 pos = new Vector3(float.Parse(positionMsg[0].Trim()), float.Parse(positionMsg[1].Trim()), float.Parse(positionMsg[2].Trim())); transform.position = pos; } else if (values[0] == "'rotation'") { string[] rotationMsg = values[1].Trim().Substring(3, values[1].Trim().Length - 5).Split(','); Quaternion qua = new Quaternion(float.Parse(rotationMsg[0].Trim()), float.Parse(rotationMsg[1].Trim()), float.Parse(rotationMsg[2].Trim()), float.Parse(rotationMsg[3].Trim())); transform.rotation = qua; } } print(playerMsg); }
private void HandleOnWeaponSwitch(Shooter activeWeapon) { reloader = activeWeapon.reloader; reloader.OnAmmoChanged += HandleAmmoChanged; HandleAmmoChanged(); }
private void Awake() { muzzle = transform.Find("Model/Muzzle"); reloader = GetComponent <WeaponReloader>(); }
void handleonweaponswitch(Shooter activeweapon) { Reloader = activeweapon.reloader; Reloader.OnammoChanged += handledonammochange; handledonammochange(); }
private void Awake() { spine = transform.parent; weaponReloader = GetComponent <WeaponReloader>(); }
void Start() { // the projectile's spawn point has ShootPoint tag attached. reloader = GetComponent <WeaponReloader>(); }
void HandleOnWeaponSwitched(Shooter activeWeapon) { weaponReloader = activeWeapon.Reloader; weaponReloader.OnReloadStart += HandleOnReloadStart; weaponReloader.OnReloadEnd += HandleOnReloadEnd; }
public void Equip() { spine = transform.parent; weaponReloader = GetComponent <WeaponReloader>(); transform.GetComponentInParent <Animator>().SetInteger("WeaponType_int", weaponType); }
// Start is called before the first frame update void Start() { text = GetComponent <Text>(); weaponLoader = GameObject.Find("PlayerHandle").GetComponentInChildren <WeaponReloader>(); }
// Use this for initialization void Start() { ammoText = GetComponent <TMP_Text> (); reloader = GameManagers.Instance.WeaponReloader; }