Exemple #1
0
        protected void SetupEquipWeapons(EquipWeapons equipWeapons)
        {
            mustReleaseFireKey      = false;
            currentCrosshairSetting = PlayerCharacterEntity.GetCrosshairSetting();

            rightHandWeapon = equipWeapons.rightHand.GetWeaponItem();
            leftHandWeapon  = equipWeapons.leftHand.GetWeaponItem();
            // Weapon ability will be able to use when equip weapon at main-hand only
            if (rightHandWeapon != null && leftHandWeapon == null)
            {
                if (rightHandWeapon.weaponAbility != weaponAbility)
                {
                    if (weaponAbility != null)
                    {
                        weaponAbility.ForceDeactivated();
                    }
                    weaponAbility = rightHandWeapon.weaponAbility;
                    weaponAbility.Setup(this);
                    weaponAbilityState = WeaponAbilityState.Deactivated;
                }
            }
            else
            {
                if (weaponAbility != null)
                {
                    weaponAbility.ForceDeactivated();
                }
                weaponAbility      = null;
                weaponAbilityState = WeaponAbilityState.Deactivated;
            }
        }
        public override WeaponAbilityState UpdateActivation(WeaponAbilityState state, float deltaTime)
        {
            if (state == WeaponAbilityState.Deactivating)
            {
                zoomInterpTime += deltaTime * ZOOM_SPEED;
                controllerCamera.fieldOfView = Mathf.Lerp(controllerCamera.fieldOfView, shooterController.DefaultGameplayCameraFOV, zoomInterpTime);
                if (zoomInterpTime >= 1f)
                {
                    zoomInterpTime = 0;
                    state          = WeaponAbilityState.Deactivated;
                }
            }
            else if (state == WeaponAbilityState.Activating)
            {
                zoomInterpTime += deltaTime * ZOOM_SPEED;
                controllerCamera.fieldOfView = Mathf.Lerp(controllerCamera.fieldOfView, zoomingFov, zoomInterpTime);
                if (zoomInterpTime >= 1f)
                {
                    zoomInterpTime = 0;
                    state          = WeaponAbilityState.Activated;
                }
            }

            tempActiveState = state == WeaponAbilityState.Deactivated || state == WeaponAbilityState.Deactivating;
            if (shooterController.crosshairRect != null &&
                shooterController.crosshairRect.gameObject.activeSelf != tempActiveState)
            {
                shooterController.crosshairRect.gameObject.SetActive(tempActiveState);
            }

            tempActiveState = state == WeaponAbilityState.Activated || state == WeaponAbilityState.Activating;
            if (shooterController.zoomCrosshairImage != null &&
                shooterController.zoomCrosshairImage.gameObject.activeSelf != tempActiveState)
            {
                shooterController.zoomCrosshairImage.gameObject.SetActive(tempActiveState);
                shooterController.zoomCrosshairImage.sprite = zoomCrosshair;
            }

            if (tempActiveState)
            {
                Vector3 offset = shooterController.CacheGameplayCameraControls.targetOffset;
                offset.x = 0f;
                shooterController.CacheGameplayCameraControls.targetOffset = offset;
            }
            else
            {
                shooterController.CacheGameplayCameraControls.targetOffset = shooterController.DefaultGameplayCameraOffset;
            }

            // Hidding character model
            shooterController.PlayerCharacterEntity.CharacterModel.SetHidding(tempActiveState);

            return(state);
        }
Exemple #3
0
        private void DeactivateWeaponAbility()
        {
            if (weaponAbility == null)
            {
                return;
            }

            if (weaponAbilityState == WeaponAbilityState.Deactivated ||
                weaponAbilityState == WeaponAbilityState.Deactivating)
            {
                return;
            }

            weaponAbilityState = WeaponAbilityState.Deactivating;
        }
Exemple #4
0
        private void UpdateActivatedWeaponAbility(float deltaTime)
        {
            if (weaponAbility == null)
            {
                return;
            }

            if (weaponAbilityState == WeaponAbilityState.Activated ||
                weaponAbilityState == WeaponAbilityState.Deactivated)
            {
                return;
            }

            weaponAbilityState = weaponAbility.UpdateActivation(weaponAbilityState, deltaTime);
        }
Exemple #5
0
        public void ActivateWeaponAbility()
        {
            if (weaponAbility == null)
            {
                return;
            }

            if (weaponAbilityState == WeaponAbilityState.Activated ||
                weaponAbilityState == WeaponAbilityState.Activating)
            {
                return;
            }

            weaponAbilityState = WeaponAbilityState.Activating;
        }
Exemple #6
0
 public abstract WeaponAbilityState UpdateActivation(WeaponAbilityState state, float deltaTime);