Example #1
0
        // PUBLIC METHODS: -----------------------------------------------------

        public IEnumerator ChangeWeapon(Weapon weapon, Ammo ammo = null)
        {
            this.RequireAimIK();
            if (this.isReloading)
            {
                yield break;
            }
            if (this.isDrawing)
            {
                yield break;
            }
            if (this.isHolstering)
            {
                yield break;
            }

            if (this.character != null)
            {
                if (!this.character.IsControllable())
                {
                    yield break;
                }
                if (this.character.characterLocomotion.isBusy)
                {
                    yield break;
                }
            }

            if (this.character != null)
            {
                this.character.characterLocomotion.isBusy = true;
            }

            if (this.isAiming)
            {
                this.StopAiming();
            }
            if (this.isChargingShot)
            {
                this.currentAmmo.StopCharge(this);
            }

            yield return(this.UnequipWeapon());

            yield return(this.EquipWeapon(weapon, ammo));

            if (this.character != null)
            {
                this.character.characterLocomotion.isBusy = false;
            }
        }
Example #2
0
        // PRIVATE & PROTECTED METHODS: ----------------------------------------

        private IEnumerator UnequipWeapon()
        {
            this.OnBeforeUnequipWeapon();

            WaitForSeconds wait = new WaitForSeconds(0f);

            if (this.currentWeapon != null)
            {
                if (this.currentWeapon.aiming.state != null)
                {
                    CharacterState currentState = this.animator.GetState(Weapon.STATE_LAYER_IDLE);
                    if (currentState != null && currentState.exitClip != null)
                    {
                        float time = this.ResetState(currentState, Weapon.STATE_LAYER_IDLE);
                        wait = new WaitForSeconds(time);
                    }
                }

                this.PlayAudio(this.currentWeapon.audioHolster);
                if (this.aimIK)
                {
                    this.aimIK.SetWeapon(null, null);
                }
            }

            this.isHolstering = true;
            yield return(wait);

            this.eventUnequipWeapon.Invoke(this.currentWeapon);
            if (this.modelWeapon != null)
            {
                Destroy(this.modelWeapon);
            }
            if (this.currentAmmo != null)
            {
                this.currentAmmo.RemoveAmmoPrefab(this);
            }

            this.OnAfterUnequipWeapon();

            yield return(wait);

            this.isHolstering = false;

            this.currentWeapon = null;
            this.currentAmmo   = null;
        }
Example #3
0
        public void ChangeAmmo(Ammo ammo)
        {
            this.RequireAimIK();
            if (this.isReloading)
            {
                return;
            }
            if (this.isDrawing)
            {
                return;
            }
            if (this.isHolstering)
            {
                return;
            }

            if (this.isChargingShot)
            {
                this.currentAmmo.StopCharge(this);
            }

            this.currentAmmo = ammo;
            this.eventChangeAmmo.Invoke(this.currentAmmo);
        }
Example #4
0
        // INITIALIZERS: -------------------------------------------------------

        private void OnEnable()
        {
            this.ammo = this.target as Ammo;
            if (this.ammo == null)
            {
                return;
            }

            this.spID = this.serializedObject.FindProperty("ammoID");
            if (string.IsNullOrEmpty(this.spID.stringValue))
            {
                this.spID.stringValue = Guid.NewGuid().ToString("N");
                this.serializedObject.ApplyModifiedProperties();
                this.serializedObject.Update();
            }

            this.spName = this.serializedObject.FindProperty("ammoName");
            this.spDesc = this.serializedObject.FindProperty("ammoDesc");

            this.sectionGeneral    = new Section("General", this.LoadIcon("General"), this.Repaint);
            this.sectionCharge     = new Section("Charging", this.LoadIcon("Charging"), this.Repaint);
            this.sectionAiming     = new Section("Aiming", this.LoadIcon("Aiming"), this.Repaint);
            this.sectionShooting   = new Section("Shooting", this.LoadIcon("Shooting"), this.Repaint);
            this.sectionAmmoRepr   = new Section("Ammo Model", this.LoadIcon("Ammo-Model"), this.Repaint);
            this.sectionAudio      = new Section("Audio", this.LoadIcon("Audio"), this.Repaint);
            this.sectionAnimations = new Section("Animations", this.LoadIcon("Animations"), this.Repaint);

            this.spFireRate       = this.serializedObject.FindProperty("fireRate");
            this.spInfiniteAmmo   = this.serializedObject.FindProperty("infiniteAmmo");
            this.spClipSize       = this.serializedObject.FindProperty("clipSize");
            this.spAutoReload     = this.serializedObject.FindProperty("autoReload");
            this.spReloadDuration = this.serializedObject.FindProperty("reloadDuration");

            this.spChargeType    = this.serializedObject.FindProperty("chargeType");
            this.spMinChargeTime = this.serializedObject.FindProperty("minChargeTime");
            this.spChargeTime    = this.serializedObject.FindProperty("chargeTime");
            this.spChargeValue   = this.serializedObject.FindProperty("chargeValue");

            this.spAimingMode         = this.serializedObject.FindProperty("aimingMode");
            this.spTrajectory         = this.serializedObject.FindProperty("trajectory");
            this.spCrosshair          = this.serializedObject.FindProperty("crosshair");
            this.spCrosshairFocusTime = this.serializedObject.FindProperty("crosshairFocusTime");
            this.spProjectileVelocity = this.serializedObject.FindProperty("projectileVelocity");

            this.spShootType          = this.serializedObject.FindProperty("shootType");
            this.spDistance           = this.serializedObject.FindProperty("distance");
            this.spRadius             = this.serializedObject.FindProperty("radius");
            this.spLayerMask          = this.serializedObject.FindProperty("layerMask");
            this.spTriggersMask       = this.serializedObject.FindProperty("triggersMask");
            this.spPrefabImpactEffect = this.serializedObject.FindProperty("prefabImpactEffect");
            this.spPrefabMuzzleFlash  = this.serializedObject.FindProperty("prefabMuzzleFlash");
            this.spShootTrail         = this.serializedObject.FindProperty("shootTrail");
            this.spPrefabProjectile   = this.serializedObject.FindProperty("prefabProjectile");
            this.spRecoil             = this.serializedObject.FindProperty("recoil");
            this.spDelay     = this.serializedObject.FindProperty("delay");
            this.spPushForce = this.serializedObject.FindProperty("pushForce");
            this.spMinSpread = this.serializedObject.FindProperty("minSpread");
            this.spMaxSpread = this.serializedObject.FindProperty("maxSpread");

            this.spPrefabAmmo         = this.serializedObject.FindProperty("prefabAmmo");
            this.spPrefabAmmoBone     = this.serializedObject.FindProperty("prefabAmmoBone");
            this.spPrefabAmmoPosition = this.serializedObject.FindProperty("prefabAmmoPosition");
            this.spPrefabAmmoRotation = this.serializedObject.FindProperty("prefabAmmoRotation");

            this.spAudioShoot  = this.serializedObject.FindProperty("audioShoot");
            this.spAudioEmpty  = this.serializedObject.FindProperty("audioEmpty");
            this.spAudioReload = this.serializedObject.FindProperty("audioReload");

            this.spAnimationShoot  = this.serializedObject.FindProperty("animationShoot");
            this.spMaskShoot       = this.serializedObject.FindProperty("maskShoot");
            this.spAnimationReload = this.serializedObject.FindProperty("animationReload");
            this.spMaskReload      = this.serializedObject.FindProperty("maskReload");

            this.spActionsOnStartCharge = this.serializedObject.FindProperty("actionsOnStartCharge");
            this.spActionsOnEndCharge   = this.serializedObject.FindProperty("actionsOnEndCharge");
            this.spActionsOnShoot       = this.serializedObject.FindProperty("actionsOnShoot");

            this.InitActions(this.spActionsOnStartCharge, PATH_ONSTART);
            this.InitActions(this.spActionsOnEndCharge, PATH_ONEND);
            this.InitActions(this.spActionsOnShoot, PATH_ONSHOOT);
        }