private void CreateMuzzleFire() { if (!(null == muzzleFire) && !(null == muzzle)) { if (muzzleFxInstance == null) { GameObject gameObject = Object.Instantiate((Object)muzzleFire) as GameObject; Recursively.SetLayer(gameObject.GetComponent <Transform>(), LayerMask.NameToLayer("FPWeapon")); gameObject.transform.position = muzzle.position; gameObject.transform.parent = muzzle; gameObject.transform.localRotation = Quaternion.Euler(90f, 90f, 0f); muzzleFxInstance = gameObject; } ParticleEmitter particleEmitter = null; int childCount = muzzleFxInstance.transform.childCount; for (int i = 0; i < childCount; i++) { Transform child = muzzleFxInstance.transform.GetChild(i); particleEmitter = child.GetComponent <ParticleEmitter>(); if ((bool)particleEmitter) { particleEmitter.Emit(); } } } }
public DroppedItem(int _itemSeq, string _itemCode, int _bulletCount, int _bulletCount2, float x, float y, float z) { itemSeq = _itemSeq; itemCode = _itemCode; bulletCount = _bulletCount; bulletCount2 = _bulletCount2; TWeapon tWeapon = TItemManager.Instance.Get <TWeapon>(itemCode); eff = (UnityEngine.Object.Instantiate((UnityEngine.Object)GlobalVars.Instance.droppedEff, new Vector3(x, y, z), Quaternion.Euler(0f, 0f, 0f)) as GameObject); obj = (UnityEngine.Object.Instantiate((UnityEngine.Object)tWeapon.CurPrefab()) as GameObject); obj.transform.position = new Vector3(x, y, z); obj.transform.rotation = Quaternion.Euler(0f, 0f, 0f); obj.GetComponent <WeaponGadget>().enabled = true; obj.GetComponent <WeaponFunction>().enabled = false; obj.GetComponent <WeaponFunction>().ItemSeq = itemSeq; Aim component = obj.GetComponent <Aim>(); if (null != component) { component.enabled = false; } Scope component2 = obj.GetComponent <Scope>(); if (null != component2) { component2.enabled = false; } Recursively.SetLayer(obj.GetComponent <Transform>(), LayerMask.NameToLayer("Default")); }
private GameObject AttachWeapon(GameObject weaponPrefab,TWeapon tItem) { if (null == weaponPrefab || null == rightHand) { return(null); } GameObject gameObject = Object.Instantiate((Object)weaponPrefab) as GameObject; gameObject.GetComponent <Weapon>().tItem = tItem; gameObject.GetComponent <WeaponFunction>().enabled = true; gameObject.GetComponent <WeaponFunction>().SetDrawn(draw: false); if (tItem != null && tItem.IsTwoHands) { WeaponLeft = (Object.Instantiate((Object)weaponPrefab) as GameObject); WeaponLeft.GetComponent <Weapon>().tItem = tItem; WeaponLeft.GetComponent <WeaponFunction>().enabled = true; WeaponLeft.GetComponent <WeaponFunction>().SetDrawn(draw: false); WeaponLeft.GetComponent <Gun>().LeftHand = true; WeaponLeft.GetComponent <Gun>().TwoHands = true; } if (RoomManager.Instance.CurrentRoomType != 0 && tItem != null) { gameObject.GetComponent <WeaponFunction>().category = tItem.cat; if (WeaponLeft != null) { WeaponLeft.GetComponent <WeaponFunction>().category = tItem.cat; } } Recursively.SetLayer(gameObject.GetComponent <Transform>(),LayerMask.NameToLayer("FPWeapon")); if (WeaponLeft != null) { Recursively.SetLayer(WeaponLeft.GetComponent <Transform>(),LayerMask.NameToLayer("FPWeapon")); } Attach(gameObject.transform,rightHand,Quaternion.Euler(0f,90f,90f)); if (WeaponLeft != null) { Attach(WeaponLeft.transform,leftHand,Quaternion.Euler(0f,90f,90f)); } gameObject.SetActive(value: false); if (WeaponLeft != null) { WeaponLeft.SetActive(value: false); } return(gameObject); }
public virtual void setFever(bool isOn) { if (isOn) { if (objFever != null) { Object.Destroy(objFever); objFever = null; } Transform[] componentsInChildren = GetComponentsInChildren <Transform>(); int num = 0; while (transformFever == null && num < componentsInChildren.Length) { if (componentsInChildren[num].name.Contains("Dummy_fire_effect")) { transformFever = componentsInChildren[num]; break; } num++; } if (transformFever != null && objFever == null) { objFever = (Object.Instantiate((Object)GlobalVars.Instance.fxFeverGun, transformFever.position, Quaternion.Euler(0f, 0f, 0f)) as GameObject); Recursively.SetLayer(objFever.GetComponent <Transform>(), LayerMask.NameToLayer("FPWeapon")); objFever.transform.position = transformFever.position; objFever.transform.parent = transformFever; objFever.transform.localRotation = Quaternion.Euler(90f, 90f, 0f); } else { Debug.LogError("Not found. Dummy_fire_effect."); } } else if (objFever != null) { Object.Destroy(objFever); objFever = null; transformFever = null; feverAutoFire1Click = false; feverAutoFire2Click = false; } }
public GameObject Instantiate(ushort code, Vector3 position, Quaternion rotation) { GameObject gameObject = UnityEngine.Object.Instantiate((UnityEngine.Object)brick, position, Quaternion.Euler(0f, 0f, 0f)) as GameObject; if (meshOptimize) { for (DIR dIR = DIR.TOP; dIR <= DIR.RIGHT; dIR++) { if ((code & meshCodeSet[(int)dIR]) > 0) { GameObject gameObject2 = bright[(int)dIR]; if ((code & shadowCodeSet[(int)dIR]) > 0) { gameObject2 = dark[(int)dIR]; } GameObject gameObject3 = UnityEngine.Object.Instantiate((UnityEngine.Object)gameObject2, position, gameObject2.transform.rotation) as GameObject; gameObject3.transform.parent = gameObject.transform; gameObject.transform.rotation = rotation; } } } else { GameObject gameObject4 = UnityEngine.Object.Instantiate((UnityEngine.Object)bright[0], position, bright[0].transform.rotation) as GameObject; if (NeedChunkOptimize()) { Collider[] componentsInChildren = gameObject4.GetComponentsInChildren <Collider>(); for (int i = 0; i < componentsInChildren.Length; i++) { UnityEngine.Object.Destroy(componentsInChildren[i]); } Recursively.SetLayer(gameObject4.transform, LayerMask.NameToLayer("Default")); } gameObject4.transform.parent = gameObject.transform; gameObject.transform.rotation = rotation; } return(gameObject); }