Exemple #1
0
 public void LoadUnloadAmmo(NetworkInstanceId magazineID)
 {
     //if the magazine ID is invalid remove the magazine
     if (magazineID == NetworkInstanceId.Invalid)
     {
         CurrentMagazine = null;
     }
     else
     {
         //find the magazine by NetworkID
         GameObject magazine = ClientScene.FindLocalObject(magazineID);
         if (magazine != null)
         {
             MagazineBehaviour magazineBehavior = magazine.GetComponent <MagazineBehaviour>();
             CurrentMagazine = magazineBehavior;
             Logger.LogTraceFormat("MagazineBehaviour found ok: {0}", Category.Firearms, magazineID);
         }
     }
 }
Exemple #2
0
 public void LoadUnloadAmmo(NetworkInstanceId magazineID)
 {
     //if the magazine ID is invalid remove the magazine
     if (magazineID == NetworkInstanceId.Invalid)
     {
         CurrentMagazine = null;
     }
     else
     {
         //find the magazine by NetworkID
         GameObject magazine = ClientScene.FindLocalObject(magazineID);
         if (magazine != null)
         {
             MagazineBehaviour magazineBehavior = magazine.GetComponent <MagazineBehaviour>();
             CurrentMagazine = magazineBehavior;
         }
         else
         {
             Debug.Log("Could not find MagazineBehaviour");
         }
     }
 }
Exemple #3
0
        /// <summary>
        /// attempt to reload the weapon with the item given
        /// </summary>
        private void TryReload(GameObject ammo)
        {
            MagazineBehaviour magazine = ammo.GetComponent <MagazineBehaviour>();

            if (CurrentMagazine == null || (MagInternal && magazine.isClip))
            {
                //RELOAD
                // If the item used on the gun is a magazine, check type and reload
                AmmoType ammoType = magazine.ammoType;
                if (this.ammoType == ammoType)
                {
                    var hand = UIManager.Hands.CurrentSlot.NamedSlot;
                    RequestReload(magazine.gameObject, hand);
                }
                if (this.ammoType != ammoType)
                {
                    Chat.AddExamineMsgToClient("You try to load the wrong ammo into your weapon");
                }
            }
            else if (ammoType == magazine.ammoType)
            {
                Chat.AddExamineMsgToClient("You weapon is already loaded, you can't fit more Magazines in it, silly!");
            }
        }
        /// <summary>
        /// Returns true if it is possible to fill this magazine with the interaction target object,
        /// which occurs when the interaction target is a clip of the same ammo type.
        /// </summary>
        public bool WillInteract(InventoryApply interaction, NetworkSide side)
        {
            if (!DefaultWillInteract.Default(interaction, side))
            {
                return(false);
            }

            MagazineBehaviour mag = interaction.TargetObject.GetComponent <MagazineBehaviour>();

            if (mag == null)
            {
                return(false);
            }
            if (interaction.UsedObject == null)
            {
                return(false);
            }
            if (mag.ammoType != ammoType || magType != MagType.Clip)
            {
                return(false);
            }

            return(true);
        }
Exemple #5
0
 public virtual void ServerPerformInteraction(InventoryApply interaction)
 {
     if (interaction.TargetObject == gameObject && interaction.IsFromHandSlot)
     {
         if (interaction.UsedObject != null)
         {
             MagazineBehaviour mag = interaction.UsedObject.GetComponent <MagazineBehaviour>();
             if (mag)
             {
                 RequestReload(mag.gameObject);
             }
             else if (Validations.HasItemTrait(interaction.UsedObject, CommonTraits.Instance.Suppressor) && !isSuppressed && isSuppressible)
             {
                 SyncIsSuppressed(isSuppressed, true);
                 Inventory.ServerTransfer(interaction.FromSlot, suppressorSlot);
             }
         }
         else if (isSuppressed && isSuppressible && suppressorSlot.Item != null)
         {
             SyncIsSuppressed(isSuppressed, false);
             Inventory.ServerTransfer(suppressorSlot, interaction.FromSlot);
         }
     }
 }
Exemple #6
0
        void Update()
        {
            if (ControlledByPlayer == NetworkInstanceId.Invalid)
            {
                return;
            }

            //don't start it too early:
            if (!PlayerManager.LocalPlayer)
            {
                return;
            }

            //Only update if it is inhand of localplayer
            if (PlayerManager.LocalPlayer != ClientScene.FindLocalObject(ControlledByPlayer))
            {
                return;
            }

            if (FireCountDown > 0)
            {
                FireCountDown -= Time.deltaTime;
                //prevents the next projectile taking miliseconds longer than it should
                if (FireCountDown < 0)
                {
                    FireCountDown = 0;
                }
            }

            //Check if magazine in opposite hand or if unloading
            if (Input.GetKeyDown(KeyCode.E))
            {
                //PlaceHolder for click UI
                GameObject currentHandItem = UIManager.Hands.CurrentSlot.Item;
                GameObject otherHandItem   = UIManager.Hands.OtherSlot.Item;
                string     hand;

                if (currentHandItem != null)
                {
                    if (CurrentMagazine == null)
                    {
                        //RELOAD
                        MagazineBehaviour magazine = currentHandItem.GetComponent <MagazineBehaviour>();

                        if (magazine != null && otherHandItem.GetComponent <Weapon>() != null)
                        {
                            hand = UIManager.Hands.CurrentSlot.eventName;
                            Reload(currentHandItem, hand);
                        }
                    }
                    else
                    {
                        //UNLOAD
                        Weapon weapon = currentHandItem.GetComponent <Weapon>();

                        if (weapon != null && otherHandItem == null)
                        {
                            ManualUnload(CurrentMagazine);
                        }
                    }
                }
            }

            if (Input.GetMouseButtonUp(0))
            {
                InAutomaticAction = false;

                //remove recoil after shooting is released
                CurrentRecoilVariance = 0;
            }

            if (InAutomaticAction && FireCountDown <= 0)
            {
                AttemptToFireWeapon();
            }
        }
Exemple #7
0
        private void UpdateMe()
        {
            //don't process if we are server and the gun is not held by anyone
            if (isServer && serverHolder == null)
            {
                return;
            }

            //if we are client, make sure we've initialized
            if (!isServer && !PlayerManager.LocalPlayer)
            {
                return;
            }

            //if we are client, only process this if we are holding it
            if (!isServer)
            {
                if (UIManager.Hands == null || UIManager.Hands.CurrentSlot == null)
                {
                    return;
                }
                var heldItem = UIManager.Hands.CurrentSlot.ItemObject;
                if (gameObject != heldItem)
                {
                    return;
                }
            }

            //update the time until the next shot can happen
            if (FireCountDown > 0)
            {
                FireCountDown -= Time.deltaTime;
                //prevents the next projectile taking miliseconds longer than it should
                if (FireCountDown < 0)
                {
                    FireCountDown = 0;
                }
            }

            //remaining logic is server side only

            //this will only be executed on the server since only the server
            //maintains the queued actions
            if (queuedShots.Count > 0 && FireCountDown <= 0)
            {
                //fire the next shot in the queue
                DequeueAndProcessServerShot();
            }

            if (queuedUnload && queuedShots.Count == 0 && allowMagazineRemoval && !MagInternal)
            {
                // done processing shot queue,
                // perform the queued unload action, causing all clients and server to update their version of this Weapon
                // due to the syncvar hook
                // there should not be an unload action for internal magazines
                Inventory.ServerDrop(magSlot);
                queuedUnload = false;
            }
            if (queuedLoadMagNetID != NetId.Invalid && queuedShots.Count == 0)
            {
                if (CurrentMagazine == null)
                {
                    Logger.LogWarning($"Why is {nameof(CurrentMagazine)} null for {this}?");
                }

                //done processing shot queue, perform the reload, causing all clients and server to update their version of this Weapon
                //due to the syncvar hook
                if (MagInternal)
                {
                    var clip = NetworkIdentity.spawned[queuedLoadMagNetID];
                    MagazineBehaviour clipComp = clip.GetComponent <MagazineBehaviour>();
                    string            message  = CurrentMagazine.LoadFromClip(clipComp);
                    Chat.AddExamineMsg(serverHolder, message);
                    queuedLoadMagNetID = NetId.Invalid;
                }
                else
                {
                    var magazine = NetworkIdentity.spawned[queuedLoadMagNetID];
                    var fromSlot = magazine.GetComponent <Pickupable>().ItemSlot;
                    Inventory.ServerTransfer(fromSlot, magSlot);
                    queuedLoadMagNetID = NetId.Invalid;
                }
            }
        }
 private void Start()
 {
     magazineBehaviour = GetComponent <Gun>().CurrentMagazine;
 }
Exemple #9
0
        /// <summary>
        /// Perform and display the shot locally (i.e. only on this instance of the game). Does not
        /// communicate anything to other players (unless this is the server, in which case the server
        /// will determine the effects of the bullet). Does not do any validation. This should only be invoked
        /// when displaying the results of a shot (i.e. after receiving a ShootMessage or after this client performs a shot)
        /// or when server is determining the outcome of the shot.
        /// </summary>
        /// <param name="shooter">gameobject of the shooter</param>
        /// <param name="finalDirection">direction the shot should travel (accuracy deviation should already be factored into this)</param>
        /// <param name="damageZone">targeted damage zone</param>
        /// <param name="isSuicideShot">if this is a suicide shot (aimed at shooter)</param>
        public void DisplayShot(GameObject shooter, Vector2 finalDirection,
                                BodyPartType damageZone, bool isSuicideShot)
        {
            if (!MatrixManager.IsInitialized)
            {
                return;
            }

            //if this is our gun (or server), last check to ensure we really can shoot
            if ((isServer || PlayerManager.LocalPlayer == shooter) &&
                CurrentMagazine.ClientAmmoRemains <= 0)
            {
                if (isServer)
                {
                    Logger.LogTrace("Server rejected shot - out of ammo", Category.Firearms);
                }

                return;
            }
            if (shooter == PlayerManager.LocalPlayer)
            {
                //this is our gun so we need to update our predictions
                FireCountDown += 1.0 / FireRate;
                //add additional recoil after shooting for the next round
                AppendRecoil();

                //Default camera recoil params until each gun is configured separately
                if (CameraRecoilConfig == null || CameraRecoilConfig.Distance == 0f)
                {
                    CameraRecoilConfig = new CameraRecoilConfig
                    {
                        Distance         = 0.2f,
                        RecoilDuration   = 0.05f,
                        RecoveryDuration = 0.6f
                    };
                }
                Camera2DFollow.followControl.Recoil(-finalDirection, CameraRecoilConfig);

                if (CurrentMagazine == null)
                {
                    Logger.LogWarning($"Why is {nameof(CurrentMagazine)} null for {this} on this client?");
                }
                else
                {
                    //call ExpendAmmo outside of previous check, or it won't run serverside and state will desync.
                    CurrentMagazine.ExpendAmmo();
                }
            }

            MagazineBehaviour magazine = ammoPrefab.GetComponent <MagazineBehaviour>();

            if (isSuicideShot)
            {
                GameObject bullet = Spawn.ClientPrefab(magazine.Projectile.name,
                                                       shooter.transform.position, parent: shooter.transform.parent).GameObject;
                var b = bullet.GetComponent <Projectile>();
                b.Suicide(shooter, this, damageZone);
            }
            else
            {
                for (int n = 0; n < magazine.ProjectilesFired; n++)
                {
                    GameObject Abullet = Spawn.ClientPrefab(magazine.Projectile.name,
                                                            shooter.transform.position, parent: shooter.transform.parent).GameObject;
                    var A = Abullet.GetComponent <Projectile>();
                    var finalDirectionOverride = CalcDirection(finalDirection, n);
                    A.Shoot(finalDirectionOverride, shooter, this, damageZone);
                }
            }
            SoundManager.PlayAtPosition(FiringSound, shooter.transform.position, shooter);
            shooter.GetComponent <PlayerSprites>().ShowMuzzleFlash();
        }