Cancel() public method

public Cancel ( ) : void
return void
    ///////////////////////////////////////////////////////////
    // reloads the current shooter with 'amount' ammo and deals
    // with states and timers concerning reloading
    ///////////////////////////////////////////////////////////
    public void Reload(int amount)
    {
        if (CurrentShooter == null)
        {
            return;
        }

        if (Time.time < CurrentShooter.NextAllowedReloadTime)
        {
            return;
        }

        if (m_ReenableWeaponStatesTimer != null)
        {
            m_ReenableWeaponStatesTimer.Cancel();
        }

        SetState("Reload", true);

        CurrentShooter.Reload(amount);

        if (m_DoneReloadingTimer != null)
        {
            m_DoneReloadingTimer.Cancel();
        }
        m_DoneReloadingTimer = vp_Timer.In(CurrentShooter.AmmoReloadTime, delegate()
        {
            SetState("Reload", false);
        });
    }
Example #2
0
 ///////////////////////////////////////////////////////////
 // static version of the Cancel method. NOTE: calling
 // 'CancelInvoke' on a vp_Timer is the same as calling
 // 'Cancel'.
 ///////////////////////////////////////////////////////////
 public static void Cancel(vp_Timer timer)
 {
     if (timer == null)
     {
         return;
     }
     timer.Cancel();
 }
Example #3
0
 ///////////////////////////////////////////////////////////
 // cancels any already ongoing weapon switching activity
 ///////////////////////////////////////////////////////////
 public void CancelWeaponSwitch()
 {
     if (m_SwitchWeaponTimer != null)
     {
         m_SwitchWeaponTimer.Cancel();
     }
     if (m_ShowWeaponTimer != null)
     {
         m_ShowWeaponTimer.Cancel();
     }
 }
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    void Update()
    {
        Demo.Update();

        // special case to make sure the weapon doesn't flicker into
        // view briefly in the first frame
        if (Demo.CurrentScreen == 1 && m_Player.Camera.CurrentWeaponID != 0)
        {
            m_Player.Camera.SetWeapon(0);
        }

        // input special cases for the 'EXAMPLES' screen
        if (Demo.CurrentScreen == 2)
        {
            if ((Input.mousePosition.x < 150) ||
                ((Input.mousePosition.y > (Screen.height - 130))) &&
                (Input.mousePosition.x < ((Screen.width * 0.5f) - 290) ||
                 Input.mousePosition.x > ((Screen.width * 0.5f) + 290)
                ))
            {
                m_Player.LockCursor = false;
            }
            else
            {
                if (Input.GetMouseButton(0) || Input.GetMouseButton(1) || Input.GetMouseButton(2))
                {
                    m_Player.LockCursor = true;
                }
            }

            // switch weapon examples using the 1-0 number keys
            if (Input.GetKeyDown(KeyCode.Backspace))
            {
                Demo.ButtonSelection = 0;
            }
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                Demo.ButtonSelection = 1;
            }
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                Demo.ButtonSelection = 2;
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                Demo.ButtonSelection = 3;
            }
            if (Input.GetKeyDown(KeyCode.Alpha4))
            {
                Demo.ButtonSelection = 4;
            }
            if (Input.GetKeyDown(KeyCode.Alpha5))
            {
                Demo.ButtonSelection = 5;
            }
            if (Input.GetKeyDown(KeyCode.Alpha6))
            {
                Demo.ButtonSelection = 6;
            }
            if (Input.GetKeyDown(KeyCode.Alpha7))
            {
                Demo.ButtonSelection = 7;
            }
            if (Input.GetKeyDown(KeyCode.Alpha8))
            {
                Demo.ButtonSelection = 8;
            }
            if (Input.GetKeyDown(KeyCode.Alpha9))
            {
                Demo.ButtonSelection = 9;
            }
            if (Input.GetKeyDown(KeyCode.Alpha0))
            {
                Demo.ButtonSelection = 10;
            }

            // cycle to previous example
            if (Input.GetKeyDown(KeyCode.Q))
            {
                Demo.ButtonSelection--;
                if (Demo.ButtonSelection < 1)
                {
                    Demo.ButtonSelection = 10;
                }
            }

            // cycle to next example
            if (Input.GetKeyDown(KeyCode.E))
            {
                Demo.ButtonSelection++;
                if (Demo.ButtonSelection > 10)
                {
                    Demo.ButtonSelection = 1;
                }
            }

            // if user presses 'ENTER' toggle the mouse pointer
            if (Input.GetKeyUp(KeyCode.Return) || Input.GetKeyUp(KeyCode.KeypadEnter))
            {
                m_Player.LockCursor = !m_Player.LockCursor;
            }
        }

        // special case to cancel the crashing airplane example zoom reset
        // if user navigates away from the 'EXTERNAL FORCES' screen
        if (Demo.CurrentScreen != 3 && m_ChrashingAirplaneRestoreTimer != null)
        {
            m_ChrashingAirplaneRestoreTimer.Cancel();
        }
    }
Example #5
0
 ///////////////////////////////////////////////////////////
 // static version of the Cancel method. NOTE: calling
 // 'CancelInvoke' on a vp_Timer is the same as calling
 // 'Cancel'.
 ///////////////////////////////////////////////////////////
 public static void Cancel(vp_Timer timer)
 {
     if (timer == null)
         return;
     timer.Cancel();
 }
Example #6
0
    private void DoExamplePistolReloadSequence()
    {
        // NOTE: (the 'Reload' state is activated in the 'Reload'
        // method of vp_FPSPlayer so the pistol is already tilted
        // to the side)

        // always disable the timer if it's running, to avoid hickups
        // caused by button spamming
        if (m_PistolReloadTimer != null)
        {
            m_PistolReloadTimer.Cancel();
        }

        // after 0.4 seconds, simulate replacing the clip
        m_PistolReloadTimer = vp_Timer.In(0.4f, delegate()
        {
            // but first make sure we're still reloading since the player
            // may have switched weapons
            if (!m_Player.Camera.CurrentWeapon.StateEnabled("Reload"))
            {
                return;
            }

            // apply a force as if hitting the gun from below
            m_Player.Camera.CurrentWeapon.AddForce2(new Vector3(0, 0.05f, 0), new Vector3(0, 0, 0));

            // 0.15 seconds later, twist the gun backwards
            if (m_PistolReloadTimer != null)
            {
                m_PistolReloadTimer.Cancel();
            }
            m_PistolReloadTimer = vp_Timer.In(0.15f, delegate()
            {
                if (!m_Player.Camera.CurrentWeapon.StateEnabled("Reload"))
                {
                    return;
                }
                // to do this, switch from the pistol 'Reload' state to
                // its 'Reload2' state
                m_Player.Camera.SetState("Reload", false);
                m_Player.Camera.CurrentWeapon.SetState("Reload", false);
                m_Player.Camera.CurrentWeapon.SetState("Reload2", true);
                m_Player.Camera.CurrentWeapon.RotationOffset.z = 0;
                m_Player.Camera.CurrentWeapon.Refresh();

                // after 0.35 seconds, pull the slide
                if (m_PistolReloadTimer != null)
                {
                    m_PistolReloadTimer.Cancel();
                }
                m_PistolReloadTimer = vp_Timer.In(0.35f, delegate()
                {
                    if (!m_Player.Camera.CurrentWeapon.StateEnabled("Reload2"))
                    {
                        return;
                    }

                    // apply a force pulling the whole gun backwards briefly
                    m_Player.Camera.CurrentWeapon.AddForce2(new Vector3(0, 0, -0.05f), new Vector3(5, 0, 0));

                    // 0.1 seconds later, disable the reload state to point
                    // the gun forward again
                    if (m_PistolReloadTimer != null)
                    {
                        m_PistolReloadTimer.Cancel();
                    }
                    m_PistolReloadTimer = vp_Timer.In(0.1f, delegate()
                    {
                        m_Player.SetState("Reload2", false);
                        // if the player is crouching, restore the zoom state on the pistol
                        if (m_Player.Controller.StateEnabled("Zoom"))
                        {
                            m_Player.Camera.CurrentWeapon.SetState("Zoom", true);
                        }
                        m_Player.CurrentShooter.NextAllowedFireTime   = Time.time + 0.5f;
                        m_Player.CurrentShooter.NextAllowedReloadTime = Time.time + 0.5f;
                    });
                });
            });
        });
    }