public void EquipGun(GunType gun)
 {
     prevEquippedGunIndex = equippedGunIndex;
     equippedGunIndex     = (int)gun;
     if (gun != GunType.none)
     {
         ShowAmmoInfo();
         ArsenalItem new_item = arsenal[(int)gun];
         if (new_item.isInArsenal)
         {
             Gun old_gun = equippedGun;
             equippedGun = new_item._gun;
             //Swap which game objects are active
             if (old_gun != null)
             {
                 old_gun.gameObject.SetActive(false);
             }
             equippedGun.gameObject.SetActive(true);
             uiGunIcon.sprite = equippedGun.gunData.gun_sprite;
         }
         else
         {
             Debug.Log(gun.ToString() + " was not in arsenal.");
             EquipGun(GunType.none);
         }
     }
     else
     {
         if (equippedGun != null)
         {
             equippedGun.gameObject.SetActive(false);
         }
         HideAmmoInfo();
     }
 }
Exemple #2
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 public override string ToString()
 {
     return("GunName" + gunName + "\n" +
            "AmmoStats:{\n" +
            "AmmoSize: " + AmmoStats.AmmoSize + "\n" +
            "CurrentAmmo: " + AmmoStats.CurrentAmmo + "\n" +
            "DeltaAmmo: " + AmmoStats.DeltaAmmo + "\n" +
            "AttackRate: " + AttackRate + "\n" +
            "StartSpeed: " + Powerfull + "\n" +
            "MinAngle: " + MinAngle + "\n" +
            "MaxAngle: " + MaxAngle + "\n" +
            "GunType: " + GunType.ToString() + "\n");
 }
Exemple #3
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    public void ReloadGun()
    {
        if (Input.GetKeyDown(KeyCode.R) && ActiveItem != null && ActiveItem.GetComponent <Gun>() && ActiveItem.GetComponent <Gun>().Type != GunType.meelee)
        {
            //sprawdz typ broni ktora trzymasz
            GunType HeldWeaponType = ActiveItem.GetComponent <Gun>().Type;
            //sprawdz czy masz ammo w schowku
            GameObject MatchedAmmoType = null;
            foreach (GameObject Item in ItemsList)
            {
                if (Item.GetComponent <GunAmmo>())
                {
                    if (Item.GetComponent <GunAmmo>().ammoType.ToString() == HeldWeaponType.ToString() && Item.GetComponent <GunAmmo>().ammoAmount > 0)
                    {
                        MatchedAmmoType = Item;
                        //Debug.Log("Mam w ekwipunku odpowiednie ammo w ilości: " + Item.GetComponent<GunAmmo>().ammoAmount);
                    }
                    else
                    {
                        //Debug.Log("Nie mam ammo do tej broni :/");
                    }
                }
            }
            if (MatchedAmmoType != null && ActiveItem.GetComponent <Gun>().AmmoLoaded < ActiveItem.GetComponent <Gun>().MaxAmmo)
            {
                //le potrzeba amunicji żeby na max przeładować guna?
                int NeededAmmo = ActiveItem.GetComponent <Gun>().MaxAmmo - ActiveItem.GetComponent <Gun>().AmmoLoaded;

                if (NeededAmmo >= MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount)  //Jeśli potrzeba więcej lub równo tego co mamy w kieszeni to wysyłamy gunowi wszystko
                {
                    ActiveItem.GetComponent <Gun>().Reload(MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount);
                    MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount = 0;
                }
                else if (NeededAmmo < MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount)
                {
                    ActiveItem.GetComponent <Gun>().Reload(ActiveItem.GetComponent <Gun>().MaxAmmo - ActiveItem.GetComponent <Gun>().AmmoLoaded);
                    MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount -= NeededAmmo;
                }
                //Debug.Log("Reloaded! pozostało wolnej amunicji" + MatchedAmmoType.GetComponent<GunAmmo>().ammoAmount);
                AmmoUiText.text = ActiveItem.GetComponent <Gun>().AmmoLoaded.ToString();
                if (MatchedAmmoType.GetComponent <GunAmmo>().ammoAmount == 0)
                {
                    ItemsList.Remove(MatchedAmmoType);
                    Destroy(MatchedAmmoType);
                }
            }
        }
    }
Exemple #4
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 // Update is called once per frame
 void Update()
 {
     getMenu();
     if (hp > 0)
     {
         LookTo();
         Move();
         PlayerAttack();
     }
     else
     {
         //人物死亡
         isAlive = false;
         //更换人物的贴图为死亡贴图
         GetComponent <SpriteRenderer>().sprite = diedSprite;
         //将子物体置为不可见
         this.gameObject.transform.Find(gunType.ToString()).gameObject.SetActive(false);
     }
 }
    void CreateAnimator()
    {
        string path = EditorUtility.SaveFolderPanel("Save Animator Folder", "", script.gameObject.name);

        if (string.IsNullOrEmpty(path))
        {
            Debug.Log("Setup canceled"); return;
        }

        path += string.Format("/{0}.controller", Gun.gameObject.name);
        string relativepath = "Assets" + path.Substring(Application.dataPath.Length);
        string copyName     = string.Format("Assets/MFPS/Content/Prefabs/Weapons/Animators/FPWeapon [{0}].controller", gType.ToString());

        if (AssetDatabase.CopyAsset(copyName, relativepath))
        {
            AnimatorController controller = AssetDatabase.LoadAssetAtPath(relativepath, typeof(AnimatorController)) as AnimatorController;
            // Add StateMachines
            var rootStateMachine = controller.layers[0].stateMachine;

            ChildAnimatorState s = rootStateMachine.states.ToList().Find(x => x.state.name == "Draw");
            s.state.motion = script.DrawName;
            s = rootStateMachine.states.ToList().Find(x => x.state.name == "Hide");
            s.state.motion = script.TakeOut;
            s = rootStateMachine.states.ToList().Find(x => x.state.name == "Fire");
            s.state.motion = script.SoloFireClip;
            if (gType != GunType.Knife && gType != GunType.Grenade)
            {
                s = rootStateMachine.states.ToList().Find(x => x.state.name == "AimFire");
                s.state.motion = script.FireAimAnimation;
            }
            else
            {
                s = rootStateMachine.states.ToList().Find(x => x.state.name == "QuickFire");
                s.state.motion = script.QuickFireAnim;
            }
            if (gType == GunType.Machinegun || gType == GunType.Pistol || gType == GunType.Burst || gType == GunType.Grenade)
            {
                s = rootStateMachine.states.ToList().Find(x => x.state.name == "Reload");
                s.state.motion = script.ReloadName;
            }
            else if (gType == GunType.Sniper || gType == GunType.Shotgun)
            {
                if (!Gun.SplitReloadAnimation)
                {
                    s = rootStateMachine.states.ToList().Find(x => x.state.name == "Reload");
                    s.state.motion = script.ReloadName;
                }
                else
                {
                    s = rootStateMachine.states.ToList().Find(x => x.state.name == "StartReload");
                    s.state.motion = script.StartReloadAnim;
                    s = rootStateMachine.states.ToList().Find(x => x.state.name == "Insert");
                    s.state.motion = script.InsertAnim;
                    s = rootStateMachine.states.ToList().Find(x => x.state.name == "EndReload");
                    s.state.motion = script.AfterReloadAnim;
                }
            }
            s = rootStateMachine.states.ToList().Find(x => x.state.name == "Idle");
            s.state.motion = script.IdleClip;

            if (script.AnimatedMovements)
            {
                s = rootStateMachine.states.ToList().Find(x => x.state.name == "Walk");
                s.state.motion = WalkAnim;
                s = rootStateMachine.states.ToList().Find(x => x.state.name == "Run");
                s.state.motion = RunAnim;
            }

            EditorUtility.SetDirty(controller);
            _animator.runtimeAnimatorController = controller;
            EditorUtility.SetDirty(_animator);
        }
    }
Exemple #6
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    /// <summary>
    /// 创建子弹
    /// </summary>
    /// <param name="ButtleName">子弹名字</param>
    /// <param name="Pos">子弹初始位置</param>
    /// <param name="Rotate">子弹初始旋转</param>
    /// <param name="Scatte">散射度数</param>
    /// <param name="ButtleSpeed">子弹速度</param>
    /// <param name="AttackDistance">子弹飞行距离</param>
    /// <param name="DemageNums">子弹伤害</param>
    private void CreateBullet(string ButtleName, Vector3 Pos, Vector3 Rotate, float Scatte, uint ButtleSpeed, float AttackDistance, float DemageNums)
    {
        //生成子弹(调整位置与角度)
        //【判断当前使用左/右手】
        GunType currentGunType = m_CurrentLeftGunType;

        switch (m_CurrentUseGunis)
        {
        case UseLeftOrRightGun.LeftGun:
            currentGunType = m_CurrentLeftGunType;
            break;

        case UseLeftOrRightGun.RightGun:
            currentGunType = RightGunType;
            break;
        }
        //【判断当前是否核心攻击】
        string        currentBulletName    = "Bullet/" + currentGunType + "/" + ButtleName;
        CoreAttribute currentCoreAttribute = CoreAttribute.Initial;

        if (m_CurrentBaseCore != null)
        {
            switch (m_CurrentBaseCore.Element)
            {
            case BaseCore.CoreElement.Primary:
                currentBulletName    = "Bullet/Core/Initial/" + m_CoreBullet[0].name;
                currentCoreAttribute = CoreAttribute.Initial;
                break;

            case BaseCore.CoreElement.Fire:
                currentBulletName    = "Bullet/Core/Fire/" + m_CoreBullet[1].name;
                currentCoreAttribute = CoreAttribute.Fire;
                break;

            case BaseCore.CoreElement.Amethyst:
                currentBulletName    = "Bullet/Core/Amethyst/" + m_CoreBullet[2].name;
                currentCoreAttribute = CoreAttribute.Amethyst;
                break;

            case BaseCore.CoreElement.Ice:
                currentBulletName    = "Bullet/Core/Frozen/" + m_CoreBullet[3].name;
                currentCoreAttribute = CoreAttribute.Frozen;
                break;
            }
        }
        //currentBulletName = ButtleName;//敌人子弹测试
        GameObject buttleGameObject = ObjectPool.Instance.Spawn(currentBulletName);

        buttleGameObject.transform.position = Pos;
        buttleGameObject.transform.rotation = Quaternion.Euler(
            Rotate + new Vector3(0, 0, Scatte));
        //子弹数据填充
        Bullet buttle        = buttleGameObject.GetComponent <Bullet>();
        float  currentDeamge = DemageNums * m_CurrentButtleDemagePercent;//伤害比例加成

        buttle.BulletStart(ButtleSpeed, AttackDistance, currentDeamge, AllGunCDic[currentGunType].Gun_Data.HardStraight, AllGunCDic[currentGunType].Gun_Data.BeatBack, currentGunType.ToString(), currentCoreAttribute);

        //更新当前使用左/右手
        m_CurrentUseGunis = UseLeftOrRightGun.LeftGun;

        //当前为火箭系统
        if (m_RocketGunState)
        {
            UseRocketGun(true);
        }
    }
Exemple #7
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 void UpdateUI()
 {
     ammoAmountText1.SetText(clipAmonut.ToString() + " / " + ammoAmount.ToString());
     firingModeText1.SetText(myGunType.ToString());
 }
Exemple #8
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 private void OnGUI()
 {
     GUI.Label(new Rect(100, 100, 50, 50), shotType.ToString());
     GUI.Label(new Rect(300, 100, 50, 50), gunType.ToString());
 }