// ------ public WeaponSettings.Upgrade GetUpgrade(int index) { if (weaponID != E_WeaponID.None) { WeaponSettings settings = WeaponSettingsManager.Instance.Get(weaponID); int index2 = 0; for (int i = 0; i < settings.Upgrades.Count; i++) { if (!settings.Upgrades[i].Disabled) { if (index == index2) { return(settings.Upgrades[i]); } else { ++index2; } } } } return(null); }
// ------ public bool Enabled() { if (weaponID != E_WeaponID.None) { WeaponSettings settings = WeaponSettingsManager.Instance.Get(weaponID); return(!settings.DISABLED); } else if (itemID != E_ItemID.None) { ItemSettings settings = ItemSettingsManager.Instance.Get(itemID); return(!settings.DISABLED); } else if (upgradeID != E_UpgradeID.None) { UpgradeSettings settings = UpgradeSettingsManager.Instance.Get(upgradeID); return(!settings.DISABLED); } else if (perkID != E_PerkID.None) { PerkSettings settings = PerkSettingsManager.Instance.Get(perkID); return(!settings.DISABLED); } else { Error("Unknown type!"); } return(false); }
// -------- public void RegisterWeaponsInInventory() { ResetWeaponsList(); foreach (PPIWeaponData data in PPIManager.Instance.GetLocalPlayerPPI().EquipList.Weapons) { if (data.ID == E_WeaponID.None) { continue; } Weapons[data.EquipSlotIdx] = data.ID; } for (int idx = 0; idx < InventoryItem.Length; idx++) { if (idx < Weapons.Count && Weapons[idx] != E_WeaponID.None) { WeaponSettings settings = WeaponSettingsManager.Instance.Get(Weapons[idx]); InventoryItem[idx].Sprite.CopyMaterialSettings(settings.HudWidget); } } SetCurrentWeapon(); UpdatePlayerWeapons(); }
public WeaponSettings(Dynago.Forms.Main parent) { index = indexTracker; indexTracker++; // trigger init parent.cmb_triggerbot_type.SelectedIndexChanged += (s, e) => WeaponSettings.RefreshTriggerSettings(parent); parent.cb_trigger_onkey.CheckedChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.txt_trigger_key.TextChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.nud_trigger_delay.ValueChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.nud_trigger_overshoot.ValueChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.cb_trigger_shoot_teammates.CheckedChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.cb_trigger_shoot_enemies.CheckedChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.cb_trigger_magnetic.CheckedChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.cmb_trigger_magnet_bone.SelectedIndexChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.nud_trigger_magnet_fov.ValueChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); parent.nud_trigger_magnet_smooth.ValueChanged += (s, e) => WeaponSettings.UpdateTriggerSettings(parent); // aimbot init parent.cmb_aimbot_type.SelectedIndexChanged += (s, e) => WeaponSettings.RefreshAimSettings(parent); parent.cb_aimbot_onkey.CheckedChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.txt_aimbot_key.TextChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.cmb_aimbot_bone.SelectedIndexChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.nud_aimbot_fov.ValueChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.nud_aimbot_smooth.ValueChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.cb_aimbot_rcs.CheckedChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.cb_aimbot_target_teammates.CheckedChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); parent.cb_aimbot_target_enemies.CheckedChanged += (s, e) => WeaponSettings.UpdateAimSettings(parent); types.Add(this); }
/// <summary> /// Sets the given setting's value generator. /// </summary> public void Set(WeaponSettings weaponSetting, ValueGenerator valueGenerator) { switch (weaponSetting) { case WeaponSettings.Ammo: Ammo = valueGenerator; break; case WeaponSettings.Power: Power = valueGenerator; break; case WeaponSettings.Delay: Delay = valueGenerator; break; case WeaponSettings.Crate: Crate = valueGenerator; break; default: Debug.Assert(false, "Invalid enum."); break; } }
public void ObtainWeapon(Commandments.Element element, bool obtain = true) { WeaponSettings aux = settings[element]; aux.obtained = obtain; settings[element] = aux; }
protected virtual void OnInputDown(WeaponSettings weaponSettings, Transform weaponBarrel, LayerMask damageLayer, LayerMask firedByLayer, AmmoUI ammoUI) { if (initialized == false) { Init(weaponSettings); } }
protected override void OnInputHeld(WeaponSettings weaponSettings, Transform weaponBarrel, LayerMask damageLayer, LayerMask firedByLayer, AmmoUI ammoUI) { if (shouldReset == true) { return; } if (shootCount < weaponSettings.weaponInfo.fireRateAuto) { shootCount += Time.deltaTime; return; } shootCount = 0f; // If we have ammo or if we are using a weapon with unlimited ammo if (currentAmmo > 0 || currentAmmo >= 0 && maxAmmo == 0) { if (currentClip > 0) { canShoot = false; currentClip--; if (currentAmmo > 0) { currentAmmo--; } ammoUI.UpdateCurrentAmmo(currentClip); SpawnProjectile(weaponSettings, weaponBarrel, damageLayer, firedByLayer); } } }
public static SettingLimits GetWeaponSettingLimits(WeaponTypes weaponType, WeaponSettings weaponSetting) { if (weaponType == WeaponTypes.Default) { return(new SettingLimits(0, 255)); } else { Debug.Assert(weaponType < WeaponTypes.Count); if (weaponType < WeaponTypes.Count) { WeaponLimits weaponLimits = _weaponLimits[(int)weaponType]; switch (weaponSetting) { case WeaponSettings.Ammo: return(weaponLimits.Ammo); case WeaponSettings.Power: return(weaponLimits.Power); case WeaponSettings.Delay: return(weaponLimits.Delay); case WeaponSettings.Crate: return(weaponLimits.Crate); } } } return(null); }
int CompareWeapon(int otherId) { WeaponSettings otherWs = WeaponSettingsManager.Instance.Get((E_WeaponID)(otherId)); WeaponSettings myWs = WeaponSettingsManager.Instance.Get((E_WeaponID)(Id)); int res; res = myWs.WeaponType.CompareTo(otherWs.WeaponType); if (res != 0) { return(res); } //sort rifle into subtype if (myWs.WeaponType == E_WeaponType.Rifle) { res = RifleSubtype((E_WeaponID)Id).CompareTo(RifleSubtype((E_WeaponID)otherId)); if (res != 0) { return(res); } } //otherwise use regular order return(Id.CompareTo(otherId)); }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic Constructor /// </summary> public WeaponController(Helpers.ObjectState state, WeaponSettings settings) { _state = state; _settings = settings; bEquipped = false; }
protected virtual void UpdateReload(WeaponSettings weaponSettings, AmmoUI ammoUI) { if (reloading == false) { return; } if (reloadCount < weaponSettings.weaponInfo.reloadTime) { reloadCount += Time.deltaTime; return; } reloading = false; reloadCount = 0f; canShoot = true; if (currentAmmo < ammoPerClip && maxAmmo != 0) { currentClip = currentAmmo; } else { currentClip = ammoPerClip; } ammoUI.Reloaded(); }
// ------ public bool IsDefault() { if (weaponID != E_WeaponID.None) { WeaponSettings settings = WeaponSettingsManager.Instance.Get(weaponID); return(settings.IsDefault()); } else if (itemID != E_ItemID.None) { ItemSettings settings = ItemSettingsManager.Instance.Get(itemID); return(settings.IsDefault()); } else if (upgradeID != E_UpgradeID.None) { UpgradeSettings settings = UpgradeSettingsManager.Instance.Get(upgradeID); return(settings.IsDefault()); } else if (perkID != E_PerkID.None) { PerkSettings settings = PerkSettingsManager.Instance.Get(perkID); return(settings.IsDefault()); } return(false); }
void SpawnImpact(ContactPoint contactData) { Vector3 impactAngle = contactData.normal; Quaternion impactRot = Quaternion.FromToRotation(Vector3.up, impactAngle); WeaponSettings weaponSettings = gameManager.gameSettings.weaponSettings; GameObject effect = weaponSettings.impactEffects.Where(x => x.type == ImpactType.SparkImpact).First().effect; Destroy(Instantiate(effect, contactData.point, impactRot), 5); }
void Update() { if (health <= 0) { Debug.Log("You lost hun"); } else { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; PlayerMovement(); CameraFPS(); ShootBullet(); HitInfo(); timeleft -= Time.deltaTime; if (Input.GetKeyDown("e")) { if (curWeapons < weapons.Length - 1) { curWeapons++; } else { curWeapons = 0; } } if (Input.GetKeyDown("q")) { if (curWeapons > 0) { curWeapons--; } else { curWeapons = weapons.Length - 1; } } foreach (WeaponSettings w in weapons) { if (w == weapon) { w.gameObject.SetActive(true); } else { w.gameObject.SetActive(false); } } weapon = weapons[curWeapons]; RefrshWeaponImage(); } }
public PreviewItem(E_WeaponID weaponID) { if (weaponID != E_WeaponID.None) { WeaponSettings settings = WeaponSettingsManager.Instance.Get(weaponID); m_ItemDescription = TextDatabase.instance[settings.Description]; m_NumberOfParams = 4; m_WeaponID = weaponID; } }
protected virtual void OnInputUp(WeaponSettings weaponSettings) { if (shouldReset == true) { return; } shootCount = 0f; shouldReset = true; }
public void Additem(string weaponName) { WeaponSettings wSettings = GetGunSetting(weaponName); if (items.Count == 0 && wSettings != null) { items.Add(wSettings); Equip(wSettings); } }
/// <summary> /// Sets a copy of the given value generator for all applicable weapons. /// </summary> public void SetDefault(WeaponSettings weaponSetting, ValueGenerator valueGenerator) { for (int i = 0; i < (int)WeaponTypes.Count; ++i) { if (!SchemeTypes.CanApplyWeaponSetting((WeaponTypes)i, weaponSetting)) { continue; } _weaponGenerators[i].Set(weaponSetting, valueGenerator.DeepClone()); } }
private Item FindWeaponReplacement(int weaponType) { foreach (Item item in items) { WeaponSettings weaponSettings = item.ItemSettings as WeaponSettings; if (weaponSettings && weaponSettings.WeaponPlaceNumber == weaponType) { return(item); } } return(null); }
/// <summary> /// Sets the given weapon settings's value generator. /// </summary> public void Set(WeaponTypes weapon, WeaponSettings weaponSetting, ValueGenerator valueGenerator) { Debug.Assert(weaponSetting < WeaponSettings.Count); if (weaponSetting < WeaponSettings.Count) { Debug.Assert(weapon < WeaponTypes.Count); if (weapon < WeaponTypes.Count) { _weaponGenerators[(int)weapon].Set(weaponSetting, valueGenerator); } } }
public void Copy(Weapon w) { weaponType = w.weaponType; weaponSettings = w.weaponSettings; _bulletCounter = weaponSettings.bulletNumber; _fireTimer = weaponSettings.fireRate; audioSource = transform.Find("SFXWeapon").GetComponent <AudioSource>(); if (audioSource) { audioSource.clip = weaponSettings.fireSound; } }
public override void Init(string id, WeaponInfo weaponInfo, VesselAudioSystem audioSystem, AimAssist aimAssist, ProjectileType projectileType) { WeaponData weaponData = weaponInfo.weaponData; this.shooterID = id; this.audioSystem = audioSystem; this.fireRate = weaponData.fireRate; this.aimAssist = aimAssist; weaponSound = weaponData.fireSound; WeaponSettings settings = GameManager.Instance.gameSettings.weaponSettings; this.projectileData = settings.projectiles.Where(x => x.type == projectileType).First(); }
public Weapon CreateWeapon(WeaponSettings weaponSettings) { // instantiate weapon GameObject weaponMain = Instantiate(weaponPrefab, handToMove); GameObject weaponModel = Instantiate(weaponSettings.WeaponModel, weaponMain.transform); Weapon weaponComp = weaponMain.GetComponent <Weapon>(); weaponMain.name = "Weapon"; //weaponComp.WeaponInitialized(player, weaponSettings, weaponModel.transform.GetChild(1)); // add weapon to character //player.CharacterWeapon = weaponComp; return(weaponComp); }
public void UpdateWeapon(WeaponSettings weaponSettings) { maxAmmo = weaponSettings.weaponInfo.maxAmmo; UpdateCurrentAmmo(weaponSettings.currentAmmo); CleanupProjectileImages(); for (int i = 0; i < weaponSettings.weaponInfo.ammoPerClip; i++) { ProjectileUI projectile = SimplePool.Spawn(projectileUIPrefab.gameObject, Vector3.zero, Quaternion.identity).GetComponent <ProjectileUI>(); projectile.Init(weaponSettings.weaponInfo.projectileSprite, weaponSettings.weaponInfo.usedProjectileSprite); projectile.transform.SetParent(imageParent, false); projectileImages.Add(projectile); } }
private void UpdateWeapon() { WeaponSettings w = manager.GetWeapon(currentWeaponIndex); if (_fire && (w.allowContinuisPress || _fireJustPress)) { if ((Time.time - _lastFireTime) >= w.firePeriod) { FireWeapon(w); _lastFireTime = Time.time; } } _fireJustPress = false; }
public static void OpenWeaponSettings() { var window = (GameSettingsEditor)GetWindow(typeof(GameSettingsEditor)); WeaponSettings settings = Resources.Load <WeaponSettings>("WeaponSettings"); if (settings != null) { window.fireRate = settings.FireRate; window.bulletSpeed = settings.BulletSpeed; window.impulse = settings.ImpactImpulse; } window.settingsType = SettingsType.Weapon; window.Show(); }
//public void WeaponShooterSetup(Character weaponChar, WeaponSettings weaponSettings) //{ // this.weaponChar = weaponChar; // this.inputChar = weaponChar.CharacterInput; // this.settings = weaponSettings; // ammoStoreMax = settings.AmmoStoreMax; // ammoAmountInStore = settings.AmmoAmountInStore; // ammoAmount = settings.AmmoAmount; // //set default // shootSpot = transform; // isStoreEmpty = ammoAmountInStore == 0; //} void Start() { settings = GetComponentInParent <Weapon>().WeaponSettings; // create empty object for future bullets bulletParent = new GameObject(); bulletParent.name = "Bullets weapon:" + gameObject.name; if (laserLineRender != null) { laserLineRender.useWorldSpace = true; laserLineRender.startWidth = laserWidth; laserLineRender.endWidth = laserWidth; } Debug.Log("Weapon shooter: " + settings.Name); }
private void Init(WeaponSettings weaponSettings) { initialized = true; maxAmmo = weaponSettings.weaponInfo.maxAmmo; currentAmmo = weaponSettings.currentAmmo; ammoPerClip = weaponSettings.weaponInfo.ammoPerClip; if (currentAmmo < ammoPerClip && maxAmmo != 0) { currentClip = currentAmmo; } else { currentClip = ammoPerClip; } }
public static void RefreshAimSettings(Dynago.Forms.Main main) { main.RefreshingAimSettings = true; WeaponSettings settings = Selected(main.cmb_aimbot_type); main.cb_aimbot_onkey.Checked = settings.aimbot_on_key; main.txt_aimbot_key.Text = settings.aimbot_key_txt; main.cmb_aimbot_bone.SelectedIndex = settings.aimbot_bone_index; main.nud_aimbot_fov.Value = Convert.ToDecimal(settings.aimbot_fov); main.nud_aimbot_smooth.Value = Convert.ToDecimal(settings.aimbot_smooth); main.cb_aimbot_rcs.Checked = settings.aimbot_control_recoil; main.cb_aimbot_target_teammates.Checked = settings.aimbot_shoot_teammates; main.cb_aimbot_target_enemies.Checked = settings.aimbot_shoot_enemies; main.RefreshingAimSettings = false; main.txtDummy.Focus(); }
public void GetStatusValue() { XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(GameAsset.text); XmlNodeList setting_values = xmlDoc.GetElementsByTagName(weaponsSettingsTag); weaponsSettings = new List<WeaponSettings>(); foreach (XmlNode setting_value in setting_values) { XmlNodeList status_contents = setting_value.ChildNodes; WeaponSettings weaponSettings = new WeaponSettings(); weaponSettings.statusValues = new Dictionary<string, string>(); foreach (XmlNode status_content in status_contents) { foreach (string tag_name in Enum.GetNames(typeof(TagNames))) { if (status_content.Name == tag_name) { weaponSettings.statusValues.Add(tag_name, status_content.InnerText); } } } weaponsSettings.Add(weaponSettings); } }
private void InitWep() { if (this.weapons.Length > 0) { RightHand = FirstOrDefault(transforms, a => a.tag == "rhand"); weapon = this.weapons[Random.Range(0, this.weapons.Length)]; if (RightHand != null) { var original = weapon.weaponPrefab; weaponObj = (GameObject)Instantiate(original, RightHand.position + original.transform.position, RightHand.rotation * original.transform.rotation); if (weaponObj.collider == null) { weaponObj.AddComponent<BoxCollider>(); weaponObj.collider.enabled = false; m_colliders = null; } weaponObj.transform.parent = RightHand; } } if (weapon == null) weapon = _Database.defWep; }