Esempio n. 1
0
        protected void Awake()
        {
            item   = this.GetComponent <Item>();
            module = item.data.GetModule <Shared.AttachmentModule>();

            //item.OnHeldActionEvent += this.OnHeldAction;

            parentFirearm = this.GetComponent <Weapons.BaseFirearmGenerator>();

            if (!String.IsNullOrEmpty(module.ammoCounterRef))
            {
                ammoCounterMesh   = item.GetCustomReference(module.ammoCounterRef).GetComponent <MeshRenderer>();
                digitsGridTexture = (Texture2D)item.GetCustomReference(module.ammoCounterRef).GetComponent <MeshRenderer>().material.mainTexture;
            }

            //if (digitsGridTexture == null) Debug.LogError("[Fisher-ModularFirearms] COULD NOT GET GRID TEXTURE");
            //if (ammoCounterMesh == null) Debug.LogError("[Fisher-ModularFirearms] COULD NOT GET MESH RENDERER");

            if ((digitsGridTexture != null) && (ammoCounterMesh != null))
            {
                ammoCounter = new TextureProcessor();
                ammoCounter.SetGridTexture(digitsGridTexture);
                ammoCounter.SetTargetRenderer(ammoCounterMesh);
            }

            if (ammoCounter != null)
            {
                ammoCounter.DisplayUpdate(newAmmoCount);
            }
        }
Esempio n. 2
0
        void Awake()
        {
            item   = this.GetComponent <Item>();
            module = item.data.GetModule <Shared.AttachmentModule>();
            item.OnHeldActionEvent += this.OnHeldAction;
            switchPositions         = new List <Transform>();
            switchModes             = new List <FireMode>();
            // Get reference to attached weapon (current firemode selection)
            parentFirearm = this.GetComponent <Weapons.BaseFirearmGenerator>();

            if (!String.IsNullOrEmpty(module.attachmentHandleRef))
            {
                attachmentHandle = item.GetCustomReference(module.attachmentHandleRef).GetComponent <Handle>();
            }

            if (!String.IsNullOrEmpty(module.activationSoundRef))
            {
                activationSound = item.GetCustomReference(module.activationSoundRef).GetComponent <AudioSource>();
            }
            // Gameobject that which will move to match the reference positions
            if (!String.IsNullOrEmpty(module.swtichRef))
            {
                pivotTransform = item.GetCustomReference(module.swtichRef);
            }

            // Swtich Positions are passed as custom references. pivotTransform is then matched to these transforms
            foreach (string switchPositionRef in module.switchPositionRefs)
            {
                Transform switchPosition = item.GetCustomReference(switchPositionRef);
                switchPositions.Add(switchPosition);
            }
            // allowed fire modes are matched to swtich positions based on list index
            foreach (string allowedFireMode in module.allowedFireModes)
            {
                FrameworkCore.FireMode switchMode = (FrameworkCore.FireMode)Enum.Parse(typeof(FrameworkCore.FireMode), allowedFireMode);
                switchModes.Add(switchMode);
            }
            // If we are using a moving swtich, check that our lists have mappable indicies
            if (pivotTransform != null)
            {
                if (switchPositions.Count != switchModes.Count)
                {
                    Debug.LogWarning("WARNING, FireModeSwtich switchPositions and switchModes have different lengths!!!");
                }
            }
        }