Esempio n. 1
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 void Start()
 {
     _primaryGun.SetActive(false);
     _secondaryGun.SetActive(true);
     _primary   = _primaryGun.GetComponent <GunClass>();
     _secondary = _secondaryGun.GetComponent <GunClass>();
 }
Esempio n. 2
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 void Start()
 {
     _reloadInterface = FindObjectOfType <ReloadBar>();
     _granadeCount    = 3;
     _poolHolder      = new GameObject("GranedePool");
     gun = GetComponentInChildren <GunClass>();
 }
Esempio n. 3
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        protected override void Initialized()
        {
            GunClass[] guns = GetComponentsInChildren <GunClass>();
            foreach (GunClass item in guns)
            {
                m_Guns.Add(item);
            }

            m_CurrentlyActiveGun = m_Guns[Random.Range(0, m_Guns.Count)];

            float sqrRange = m_AIGunnerField.AttackbyGunRange * m_AIGunnerField.AttackbyGunRange;

            m_unwareAIState  = new AIUnwareState <AIManager>(this, sqrRange);
            m_patrolAIState  = new AIPatrolState <AIManager>(this, sqrRange);
            m_chaseAIState   = new AIChaseState <AIManager>(this, sqrRange);
            m_searchAIState  = new AISearchState <AIManager>(this, sqrRange);
            m_coverAIState   = new AICoverState <AIManager>(this);
            m_gunFireAIState = new AIGunFireState(this);

            if (m_unwareAIState == null || m_patrolAIState == null ||
                m_chaseAIState == null || m_searchAIState == null ||
                m_gunFireAIState == null)
            {
                Debug.LogError("AI State is null");
            }

            base.Initialized();
        }
Esempio n. 4
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    private void Start()
    {
        base.Initialized();
        m_sceneCharactersManager.AddPlayerToCharaterList(this.gameObject, CharacterType.Player);
        m_InputKeyManager = GetComponent <InputKeyManager>();

        GunClass[] guns = GetComponentsInChildren <GunClass>();
        m_Guns = new List <GunClass>();
        for (int i = 0; i < guns.Length; i++)
        {
            m_Guns.Add(guns[i]);
        }
        m_currentlyActiveGun = m_Guns[0];

        if (m_MainCameraTransform == null)
        {
            m_MainCameraTransform = Camera.main.transform;
        }

        m_simpleLocomotionState = new PlayerSimpleLocomotionState(this, m_animator);
        m_gunFireState          = new PlayerGunFiringState(this, m_animator);

        if (m_typeOfCameraMovement == CameraMovementType.FreeLook)
        {
            OnStateChanged(m_simpleLocomotionState);
        }
        else
        {
            OnStateChanged(m_gunFireState);
        }
    }
Esempio n. 5
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 protected virtual void Start()
 {
     _rb              = GetComponent <Rigidbody2D>();
     _source          = GetComponent <AudioSource>();
     _anim            = GetComponent <Animator>();
     _gun             = GetComponentInChildren <GunClass>();
     _reloadInterface = FindObjectOfType <ReloadBar>();
 }
Esempio n. 6
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 void Start()
 {
     _playerTransform = FindObjectOfType <PlayerClass>().transform;
     if (_type == 1)
     {
         _gun = _playerTransform.GetChild(0).GetComponent <GunClass>();
     }
     else if (_type == 2)
     {
         _gun = _playerTransform.GetChild(1).GetComponent <GunClass>();
     }
     _particle = GetComponent <ParticleSystem>();
 }
Esempio n. 7
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    public void init(GunClass _gunClass, Rarity _rarity, int _damage, int _fireRate,
                     float _bulletSpd, float _accuracy, float _reloadSpd, int _magazine)
    {
        gunClass  = _gunClass;
        rarity    = _rarity;
        damage    = _damage;
        fireRate  = _fireRate;
        bulletSpd = _bulletSpd;
        accuracy  = Mathf.Clamp(_accuracy, 0, 100);
        reloadSpd = _reloadSpd;
        magazine  = _magazine;

        lastFired       = Time.time - (1 / (float)fireRate);
        currentMagazine = magazine;
        lastReload      = Time.time;
        isReloading     = false;
    }
    void Awake()
    {
        // Create a layer mask for the Shootable layer.
        shootableMask = LayerMask.GetMask("Shootable");

        // Set up the references.
        gunParticles = GetComponent <ParticleSystem> ();
        gunLine      = GetComponent <LineRenderer> ();
        gunShotClips = GetComponents <AudioSource> ();
        gunLight     = GetComponent <Light> ();
        //faceLight = GetComponentInChildren<Light> ();

        gunShotClips[2].volume = 0.8f;

        gunList [0] = new GunClass(20, 0.15f, 32f, gunShotClips[0], 0.8f);          // Rifle
        gunList [1] = new GunClass(100, 0.8f, 10f, gunShotClips[2], 0.2f);          // Shotgun
        gunList [2] = new GunClass(200, 1.5f, 50f, gunShotClips[1], 1.1f);          // Laser
        gunType     = Gun.Rifle;
    }
Esempio n. 9
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.F) && _trowTimer <= 0 && _granadeCount > 0)
        {
            ShootGranade();
        }

        if (_trowTimer > 0)
        {
            _trowTimer -= Time.deltaTime;
        }

        if (!gun.gameObject.activeInHierarchy)
        {
            gun = GetComponentInChildren <GunClass>();
        }

        _reloadInterface.ShowGrenades(_granadeCount);
    }