Esempio n. 1
0
    void Update()
    {
        // Check if there is anything to interact with.
        if (overlappingTriggers.Count == 0)
        {
            InteractionText.text = "";
        }
        else
        {
            for (int i = overlappingTriggers.Count - 1; i >= 0; --i)
            {
                if (overlappingTriggers[i] == null)
                {
                    overlappingTriggers.RemoveAt(i);
                }
            }

            // Get the closest trigger.
            Collider closestTrigger  = null;
            float    closestDistance = float.MaxValue;
            foreach (Collider c in overlappingTriggers)
            {
                float distance = Vector2.Distance(new Vector2(transform.position.x, transform.position.z), new Vector2(c.transform.position.x, c.transform.position.z));
                if (distance < closestDistance || c.gameObject.layer == LayerMask.NameToLayer("Weapon"))
                {
                    closestTrigger  = c;
                    closestDistance = distance;
                }
            }

            if (closestTrigger != null)
            {
                // Set the text to the name.
                InteractionText.text = closestTrigger.transform.root.name;
                InteractionText.transform.position = closestTrigger.transform.root.position + new Vector3(0.0f, 0.6f + 0.1f * Mathf.Sin(Time.time), 0.0f);
                InteractionText.transform.LookAt(Camera.main.transform);

                // Act based on the type of object.
                if (closestTrigger.gameObject.layer == LayerMask.NameToLayer("Weapon"))
                {
                    scrWeapon weapon = closestTrigger.transform.root.GetComponent <scrWeapon>();

                    if (Input.GetButtonDown("Assign Front"))
                    {
                        TrolleyWeapons.EquipFront(weapon);
                    }
                    else if (Input.GetButtonDown("Assign Left"))
                    {
                        TrolleyWeapons.EquipLeft(weapon);
                    }
                    else if (Input.GetButtonDown("Assign Right"))
                    {
                        TrolleyWeapons.EquipRight(weapon);
                    }
                }
            }
        }
    }
Esempio n. 2
0
        /// <summary>
        /// Attaches the attachment and resets its position and rotation.
        /// </summary>
        /// <param name="attachment">Attachment.</param>
        public void Attach(scrWeapon attachment)
        {
            // Detach existing weapon.
            if (this.attachment != null)
            {
                Detach();
            }

            this.attachment                    = attachment;
            attachment.transform.parent        = Anchor.transform;
            attachment.transform.localPosition = new Vector3(0.02f, 0.02f, 0.02f);
            attachment.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, Random.Range(-15.0f, 15.0f));
            attachment.rigidbody.isKinematic   = true;
            attachment.collider.isTrigger      = true;

            attachment.gameObject.layer = Anchor.layer;
            foreach (Transform t in attachment.gameObject.GetComponentsInChildren <Transform>())
            {
                t.gameObject.layer = Anchor.layer;
            }
        }
Esempio n. 3
0
    public void EquipRight(scrWeapon attachment)
    {
        if (rightHardPointsUsed == rightHardPointIndexes.Length)
        {
            // Replace a random hardpoint's attachment.
            RightHardPoints[Random.Range(0, rightHardPointIndexes.Length)].Attach(attachment);
        }
        else
        {
            // Get a random index that hasnt been used.
            int index = Random.Range(rightHardPointsUsed, rightHardPointIndexes.Length);

            // Get the hardpoint.
            HardPoint hp = RightHardPoints[rightHardPointIndexes[index]];
            hp.Attach(attachment);

            // Swap the index with the first available one.
            int temp = rightHardPointIndexes[index];
            rightHardPointIndexes[index] = rightHardPointIndexes[rightHardPointsUsed];
            rightHardPointIndexes[rightHardPointsUsed] = temp;

            ++rightHardPointsUsed;
        }
    }
Esempio n. 4
0
 public HardPoint()
 {
     Anchor     = null;
     attachment = null;
 }