Esempio n. 1
0
 void OnWeaponSwitched(BasicWeapon newWeapon)
 {
     if (newWeapon != null)
     {
         newWeapon.ShowWeapon(true);
     }
 }
Esempio n. 2
0
    // Adds a weapon to our inventory
    public bool AddWeapon(BasicWeapon weaponPrefab)
    {
        // if we already hold this weapon type (a weapon coming from the same source prefab), don't add the weapon
        if (HasWeapon(weaponPrefab))
        {
            return(false);
        }

        // search our weapon slots for the first free one, assign the weapon to it, and return true if we found one. Return false otherwise
        for (int i = 0; i < m_WeaponSlots.Length; i++)
        {
            // only add the weapon if the slot is free
            if (m_WeaponSlots[i] == null)
            {
                // spawn the weapon prefab as child of the weapon socket
                BasicWeapon weaponInstance = Instantiate(weaponPrefab, weaponParentSocket);
                weaponInstance.transform.localPosition = Vector3.zero;
                weaponInstance.transform.localRotation = Quaternion.identity;

                // Set owner to this gameObject so the weapon can alter projectile/damage logic accordingly
                weaponInstance.owner        = gameObject;
                weaponInstance.sourcePrefab = weaponPrefab.gameObject;
                weaponInstance.ShowWeapon(false);

                // Assign the first person layer to the weapon
                int layerIndex = Mathf.RoundToInt(Mathf.Log(FPSWeaponLayer.value, 2)); // This function converts a layermask to a layer index
                foreach (Transform t in weaponInstance.gameObject.GetComponentsInChildren <Transform>(true))
                {
                    t.gameObject.layer = layerIndex;
                }

                m_WeaponSlots[i] = weaponInstance;

                if (onAddedWeapon != null)
                {
                    onAddedWeapon.Invoke(weaponInstance, i);
                }

                return(true);
            }
        }

        // Handle auto-switching to weapon if no weapons currently
        if (GetActiveWeapon() == null)
        {
            SwitchWeapon(true);
        }

        return(false);
    }
Esempio n. 3
0
    // Updates the animated transition of switching weapons
    void UpdateWeaponSwitching()
    {
        // Calculate the time ratio (0 to 1) since weapon switch was triggered
        float switchingTimeFactor = 0f;

        if (weaponSwitchDelay == 0f)
        {
            switchingTimeFactor = 1f;
        }
        else
        {
            switchingTimeFactor = Mathf.Clamp01((Time.time - m_TimeStartedWeaponSwitch) / weaponSwitchDelay);
        }

        // Handle transiting to new switch state
        if (switchingTimeFactor >= 1f)
        {
            if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
            {
                // Deactivate old weapon
                BasicWeapon oldWeapon = GetWeaponAtSlotIndex(activeWeaponIndex);
                if (oldWeapon != null)
                {
                    oldWeapon.ShowWeapon(false);
                }

                activeWeaponIndex   = m_WeaponSwitchNewWeaponIndex;
                switchingTimeFactor = 0f;

                // Activate new weapon
                BasicWeapon newWeapon = GetWeaponAtSlotIndex(activeWeaponIndex);
                if (onSwitchedToWeapon != null)
                {
                    onSwitchedToWeapon.Invoke(newWeapon);
                }

                if (newWeapon)
                {
                    m_TimeStartedWeaponSwitch = Time.time;
                    m_WeaponSwitchState       = WeaponSwitchState.PutUpNew;
                }
                else
                {
                    // if new weapon is null, don't follow through with putting weapon back up
                    m_WeaponSwitchState = WeaponSwitchState.Down;
                }
            }
            else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
            {
                m_WeaponSwitchState = WeaponSwitchState.Up;
            }
        }

        // Handle moving the weapon socket position for the animated weapon switching
        if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
        {
            m_WeaponMainLocalPosition = Vector3.Lerp(defaultWeaponPosition.localPosition, downWeaponPosition.localPosition, switchingTimeFactor);
        }
        else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
        {
            m_WeaponMainLocalPosition = Vector3.Lerp(downWeaponPosition.localPosition, defaultWeaponPosition.localPosition, switchingTimeFactor);
        }
    }