public override void ShowNozzleEffect(WeaponFireData data)
 {
     if (data.shouldShowNozzleEffect)
     {
         nozzleEffect.transform.position = bulletSpawn.transform.position;
         nozzleEffect.Play();
         nozzleEffect.Emit(10);
     }
 }
Esempio n. 2
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    public void RpcClientPostFire(WeaponFireData data)
    {
        BaseWeapon weapon = gunInstances[currentGunIndex].GetComponent <BaseWeapon>();

        weapon.ShowNozzleEffect(data);
        if (data.shouldShowNozzleEffect)
        {
            weaponAudioSources[currentGunIndex].PlayOneShot(weapon.weaponFireSound);
        }
        if (weapon.GetWeaponEnum() == WeaponEnum.BeamWeapon && weapon.GetBulletsRemaining() > 0)
        {
            weaponAudioSources[currentGunIndex].loop = true;
            weaponAudioSources[currentGunIndex].clip = weapon.weaponFireSound;
            weaponAudioSources[currentGunIndex].Play();
        }
    }
Esempio n. 3
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    public override void ShowNozzleEffect(WeaponFireData data)
    {
        if (data.shouldShowNozzleEffect)
        {
            beam.SetPosition(0, bulletSpawn.transform.position);
            beam.SetPosition(1, data.hitPos);

            // Align the particle effect with the beam direction
            nozzleEffect.transform.right    = beam.GetPosition(1) - beam.GetPosition(0);
            nozzleEffect.transform.position = beam.GetPosition(0);
            hitEffect.transform.position    = beam.GetPosition(1);

            hitEffect.Play();
            nozzleEffect.Play();

            //beam.enabled = true;
        }
        else
        {
            FireHoldRelease();
        }
    }
Esempio n. 4
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 public virtual void ShowNozzleEffect(WeaponFireData data)
 {
 }