Exemple #1
0
    public void AddGunTemporarily(GunObject addGun) //Will not change the prefab, this should be called if the game is running
    {
        RemoveBlanks();
        //Find where to place this gun
        GunHandler handler = gunInventory.Find(x => x.gun.GetHashCode() == addGun.GetHashCode());

        if (handler == null) //If we did not find a handler with the gun using the gun name
        {
            GameObject gunParent = new GameObject();
            gunParent.transform.name = addGun.prefabName;
            gunParent.transform.SetParent(this.transform);
            TransformHelper.ResetLocalTransform(gunParent.transform);

            Animator ani = gunParent.AddComponent(typeof(Animator)) as Animator;
            if (addGun.animationController != null)
            {
                ani.runtimeAnimatorController = addGun.animationController;
            }

            handler = gunParent.AddComponent(typeof(GunHandler)) as GunHandler;

            handler.gun               = addGun;
            handler.handIKTarget      = new GameObject().transform;
            handler.handIKTarget.name = "IK_Hand";
            handler.handIKTarget.SetParent(gunParent.transform);
            TransformHelper.SetLocalTransformData(handler.handIKTarget, addGun.IK_HandTarget);

            gunInventory.Add(handler);
            handler.gunIndex = gunInventory.Count - 1;
        }
        else
        {
            Debug.Log("Already have gun named : " + addGun.prefabName + " [UPDATING GUN]");

            handler.transform.SetParent(this.transform);
            TransformHelper.ResetLocalTransform(handler.transform);

            if (addGun.animationController != null)
            {
                Animator ani = handler.gameObject.GetComponent <Animator>();
                ani.runtimeAnimatorController = addGun.animationController;
            }

            handler.gun = addGun;
            handler.handIKTarget.SetParent(handler.transform.parent);
            TransformHelper.DeleteAllChildren(handler.transform);
            handler.handIKTarget.SetParent(handler.transform);
            TransformHelper.SetLocalTransformData(handler.handIKTarget, addGun.IK_HandTarget);
        }

        if (addGun.prefabObj != null)
        {
            CreateGunPrefab(handler);
        }
        if (addGun.animationController != null)
        {
            handler.SetAnimations(addGun.gunMotions);
        }

        handler.SetAmmo();
        handler.bulletSpawn = handler.gameObject.GetComponentInChildren <GunBulletSpawn>();
        helper.InitializeGun(handler);
        handler.gameObject.SetActive(false);

        //Swap to new gun
        putAwayGun = selectedGun;
        source.Stop();      //Stop reloading SFX if playing
        fireDelayTimer = 0; //Reset the fire delay
        SelectedGun().PutAwayWeapon(() => TakeOutSelectedGun());
        selectedGun = handler.gunIndex;
        status      = GunControlStatus.swapping;
    }
Exemple #2
0
    public void AddGun(GunObject addGun)
    {
        if (Application.isPlaying)
        {
            Debug.LogWarning("ONLY CALL THIS OUTSIDE OF PLAY");
            return;
        }
        RemoveBlanks();
        //Find where to place this gun
        PrefabHandler playerPrefab = new PrefabHandler(FindObjectOfType <PlayerController>().transform, playerPrefabPath);
        GunHandler    handler      = gunInventory.Find(x => x.gun.GetHashCode() == addGun.GetHashCode());

        if (handler == null) //If we did not find a handler with the gun using the gun name
        {
            playerPrefab.ChangePrefab(() =>
            {
                GameObject gunParent     = new GameObject();
                gunParent.transform.name = addGun.prefabName;
                gunParent.transform.SetParent(this.transform);
                TransformHelper.ResetLocalTransform(gunParent.transform);

                Animator ani = gunParent.AddComponent(typeof(Animator)) as Animator;
                if (addGun.animationController != null)
                {
                    ani.runtimeAnimatorController = addGun.animationController;
                }

                handler = gunParent.AddComponent(typeof(GunHandler)) as GunHandler;

                handler.gun               = addGun;
                handler.handIKTarget      = new GameObject().transform;
                handler.handIKTarget.name = "IK_Hand";
                handler.handIKTarget.SetParent(gunParent.transform);
                TransformHelper.SetLocalTransformData(handler.handIKTarget, addGun.IK_HandTarget);

                gunInventory.Add(handler);
                handler.gunIndex = gunInventory.Count - 1;
            });
        }
        else
        {
            Debug.Log("Already have gun named : " + addGun.prefabName + " [UPDATING GUN]");

            playerPrefab.ChangePrefab(() =>
            {
                handler.transform.SetParent(this.transform);
                TransformHelper.ResetLocalTransform(handler.transform);

                if (addGun.animationController != null)
                {
                    Animator ani = handler.gameObject.GetComponent <Animator>();
                    ani.runtimeAnimatorController = addGun.animationController;
                }

                handler.gun = addGun;
                handler.handIKTarget.SetParent(handler.transform.parent);
                TransformHelper.DeleteAllChildren(handler.transform);
                handler.handIKTarget.SetParent(handler.transform);
                TransformHelper.SetLocalTransformData(handler.handIKTarget, addGun.IK_HandTarget);
            });
        }

        playerPrefab.ChangePrefab(() =>
        {
            if (addGun.prefabObj != null)
            {
                CreateGunPrefab(handler);
            }
            if (addGun.animationController != null)
            {
                handler.SetAnimations(addGun.gunMotions);
            }

            selectedGun = handler.gunIndex;
            for (int i = 0; i < gunInventory.Count; i++)
            {
                gunInventory[i].gameObject.SetActive(i == selectedGun);
            }

            handler.SetAmmo();
            handler.bulletSpawn = handler.gameObject.GetComponentInChildren <GunBulletSpawn>();

            InverseKinematics ik = null;
            if ((ik = FindObjectOfType <ArmIKController>().armIK) != null)
            {
                ik.target = handler.handIKTarget;
            }
        });

        playerPrefab.RecreatePrefab();
    }