/// <summary>
	/// 
	/// </summary>
	protected virtual void Start()
	{
		
		// store a reference to the FPSWeapon
		m_Weapon = transform.GetComponent<vp_Weapon>();
		
	}
Esempio n. 2
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    /// <summary>
    /// upon success, drops all the player's weapons
    /// </summary>
    protected virtual void TryDropAllWeapons()
    {
        if (WeaponHandler == null)
        {
            return;
        }

        foreach (KeyValuePair <vp_Weapon, vp_ItemIdentifier> w in Inventory.WeaponIdentifiers)
        {
            vp_Weapon         weapon           = w.Key;
            vp_ItemIdentifier weaponIdentifier = w.Value;

            // skip if weapon identifier has no item type
            vp_ItemType itemType = weaponIdentifier.GetItemType();
            if (itemType == null)
            {
                continue;
            }

            // for unitbank weapons, try and set the weapon pickup's ammo
            // to the amount of ammo in the dropped weapon
            int units = 0;

            vp_UnitBankInstance unitBank = Inventory.GetUnitBankInstanceOfWeapon(weapon);
            if (unitBank != null)
            {
                units = unitBank.Count;
            }

            // drop the weapon
            TryDropWeapon(itemType, units, weaponIdentifier.ID);
        }
    }
Esempio n. 3
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    /// <summary>
    ///
    /// </summary>
    public int GetExtraAmmoForWeapon(vp_Weapon weapon)
    {
        vp_UnitBankInstance unitBank = GetUnitBankInstanceOfWeapon(weapon);

        if (unitBank == null)
        {
            return(0);
        }

        return(GetUnitCount(unitBank.UnitType));
    }
Esempio n. 4
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    /// <summary>
    ///
    /// </summary>
    public int GetAmmoInWeapon(vp_Weapon weapon)
    {
        vp_UnitBankInstance unitBank = GetUnitBankInstanceOfWeapon(weapon);

        if (unitBank == null)
        {
            return(0);
        }

        return(unitBank.Count);
    }
Esempio n. 5
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 /// <summary>
 ///
 /// </summary>
 public void ActivateWeapon(int index)
 {
     m_CurrentWeaponIndex = index;
     m_CurrentWeapon      = null;
     if (m_CurrentWeaponIndex > 0)
     {
         m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1];
         if (m_CurrentWeapon != null)
         {
             m_CurrentWeapon.ActivateGameObject(true);
         }
     }
 }
Esempio n. 6
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    /// <summary>
    ///
    /// </summary>
    public vp_ItemInstance GetItemInstanceOfWeapon(vp_Weapon weapon)
    {
        vp_ItemIdentifier itemIdentifier = GetWeaponIdentifier(weapon);

        if (itemIdentifier == null)
        {
            return(null);
        }

        vp_ItemInstance ii = GetItem(itemIdentifier.Type);

        return(ii);
    }
    /// <summary>
    /// hooks up the FPSCamera object to the inspector target
    /// </summary>
    public void OnEnable()
    {
        m_Component = (vp_Weapon)target;

        if (m_Persister == null)
        {
            m_Persister = new vp_ComponentPersister();
        }
        m_Persister.Component = m_Component;
        m_Persister.IsActive  = true;

        if (m_Component.DefaultState == null)
        {
            m_Component.RefreshDefaultState();
        }
    }
Esempio n. 8
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    /// <summary>
    ///
    /// </summary>
    public void ActivateWeapon(int index)
    {
        m_CurrentWeaponIndex = index;
        m_CurrentWeapon      = null;
        if (m_CurrentWeaponIndex > 0)
        {
            m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1];
            if (m_CurrentWeapon != null)
            {
                m_CurrentWeapon.ActivateGameObject(true);
            }
        }

        if (m_CurrentWeapon != null)
        {
            m_CurrentShooter = CurrentWeapon.GetComponent <vp_Shooter>();
        }
    }
Esempio n. 9
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        /// <summary>
        /// Calls on awake, initialize components
        /// </summary>
        protected void Awake()
        {
            if (bPlacer == null)
            {
                bPlacer = GetComponentInParent <UFPSBuildingPlacer>();

                if (bPlacer == null) // if still equals to null
                {
                    Debug.LogError("UFPSBuildingPlacer isn't assigned on : " + transform.root.name + " uConstruct equipment is disabled.");
                    this.enabled = false;
                }
            }

            if (weaponInstance == null)
            {
                weaponInstance = GetComponent <vp_Weapon>();

                if (weaponInstance == null) // if still equals to null
                {
                    Debug.LogError("vp_weapon isn't assigned on : " + transform.name + " uConstruct equipment is disabled.");
                    this.enabled = false;
                }
            }
        }
Esempio n. 10
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    /// <summary>
    ///
    /// </summary>
    protected virtual vp_ItemIdentifier GetWeaponIdentifier(vp_Weapon weapon)
    {
        if (!Application.isPlaying)
        {
            return(null);
        }

        if (weapon == null)
        {
            return(null);
        }

        if (!WeaponIdentifiers.TryGetValue(weapon, out m_WeaponIdentifierResult))
        {
            if (weapon == null)
            {
                return(null);
            }

            m_WeaponIdentifierResult = weapon.GetComponent <vp_ItemIdentifier>();

            if (m_WeaponIdentifierResult == null)
            {
                return(null);
            }

            if (m_WeaponIdentifierResult.Type == null)
            {
                return(null);
            }

            WeaponIdentifiers.Add(weapon, m_WeaponIdentifierResult);
        }

        return(m_WeaponIdentifierResult);
    }
Esempio n. 11
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 /// <summary>
 ///
 /// </summary>
 public vp_UnitBankInstance GetUnitBankInstanceOfWeapon(vp_Weapon weapon)
 {
     return(GetItemInstanceOfWeapon(weapon) as vp_UnitBankInstance);
 }
    /// <summary>
    /// sets up simplified 3rd person weapon child objects based on the
    /// current first person weapons under the vp_FPCamera component
    /// </summary>
    public static void ConvertWeaponsTo3rdPerson(GameObject player)
    {
        int weaponsConverted = 0;

        Transform  oldWeaponGroup = null;               // typically the 'FPSCamera' object
        GameObject newWeaponGroup = new GameObject("Weapons");

        foreach (vp_FPWeapon fpWeapon in player.transform.GetComponentsInChildren <vp_FPWeapon>())
        {
            // detect old weapons parent and put the new one alongside it in hierarchy
            if (oldWeaponGroup == null)
            {
                oldWeaponGroup = fpWeapon.transform.parent;
                newWeaponGroup.transform.parent           = oldWeaponGroup.parent;
                newWeaponGroup.transform.localPosition    = Vector3.zero;
                newWeaponGroup.transform.localEulerAngles = Vector3.zero;
                newWeaponGroup.transform.localScale       = Vector3.one;
            }

            // create a new gameobject for each weapon. this way we get rid of
            // any custom components that may be hard for the editor code to
            // delete because of component interdependencies
            GameObject newWeaponGO = new GameObject(fpWeapon.gameObject.name);
            newWeaponGO.transform.parent = newWeaponGroup.transform;
            // NOTE: position of this transform is irrelevant because a 3rd
            // person vp_Weapon is just an invisible, locigal entity, represented
            // by its '3rdPersonWeapon' gameobject reference in the 3d world.
            // still, let's place the weapons in a fairly neutral position for
            // clarity: say, the center of the player facing forwards
            newWeaponGO.transform.localPosition    = Vector3.up;
            newWeaponGO.transform.localEulerAngles = Vector3.zero;
            newWeaponGO.transform.localScale       = Vector3.one;

            // convert vp_FPWeapon component into a vp_Weapon component on the new gameobject
            vp_Weapon tdpWeapon = newWeaponGO.AddComponent <vp_Weapon>();
            vp_EditorUtility.CopyValuesFromDerivedComponent(fpWeapon, tdpWeapon, true, true, null);
            if (m_CopyStates && !string.IsNullOrEmpty(m_StatePath))
            {
                vp_EditorUtility.GenerateStatesAndPresetsFromDerivedComponent(fpWeapon, tdpWeapon, m_StatePath);
            }

            // FP shooters (used for projectile weapons)
            vp_FPWeaponShooter fpShooter = fpWeapon.GetComponent <vp_FPWeaponShooter>();
            if (fpShooter != null)
            {
                vp_WeaponShooter tdpFpShooter = newWeaponGO.AddComponent <vp_WeaponShooter>();
                vp_EditorUtility.CopyValuesFromDerivedComponent(fpShooter, tdpFpShooter, true, true, null);
                if (m_CopyStates && !string.IsNullOrEmpty(m_StatePath))
                {
                    vp_EditorUtility.GenerateStatesAndPresetsFromDerivedComponent(fpShooter, tdpFpShooter, m_StatePath);
                }
            }

            // regular shooters (used for melee weapons)
            vp_WeaponShooter shooter = fpWeapon.GetComponent <vp_WeaponShooter>();
            if ((shooter != null) && !(shooter is vp_FPWeaponShooter))
            {
                vp_WeaponShooter tdpShooter = newWeaponGO.AddComponent <vp_WeaponShooter>();
                vp_EditorUtility.CopyValuesFromDerivedComponent(shooter, tdpShooter, true, true, null);
                if (m_CopyStates && !string.IsNullOrEmpty(m_StatePath))
                {
                    vp_EditorUtility.GenerateStatesAndPresetsFromDerivedComponent(shooter, tdpShooter, m_StatePath);
                }
            }

            // reloaders
            vp_FPWeaponReloader fpReloader = fpWeapon.GetComponent <vp_FPWeaponReloader>();
            if (fpReloader != null)
            {
                vp_WeaponReloader tdpReloader = newWeaponGO.AddComponent <vp_WeaponReloader>();
                vp_EditorUtility.CopyValuesFromDerivedComponent(fpReloader, tdpReloader, true, true, null);
                // reloader is no vp_Component so don't generate states & presets
            }

            // copy weapon thrower
            vp_FPWeaponThrower fpThrower = fpWeapon.GetComponent <vp_FPWeaponThrower>();
            if (fpThrower != null)
            {
                vp_WeaponThrower tdpThrower = newWeaponGO.AddComponent <vp_WeaponThrower>();
                vp_EditorUtility.CopyValuesFromDerivedComponent(fpWeapon, tdpThrower, true, true, null);
            }

            // copy item identifier
            vp_ItemIdentifier identifier = fpWeapon.GetComponent <vp_ItemIdentifier>();
            if (identifier != null)
            {
                vp_ItemIdentifier newIdentifier = newWeaponGO.AddComponent <vp_ItemIdentifier>();
                newIdentifier.Type = identifier.Type;
            }

            weaponsConverted++;
        }

        // delete the old weapon group (FPSCamera object)
        if (oldWeaponGroup != null)
        {
            GameObject.DestroyImmediate(oldWeaponGroup.gameObject);
        }

        EditorUtility.DisplayDialog(
            weaponsConverted + " weapons converted",
            (weaponsConverted > 0 ?
             (
                 ((m_CopyStates && !string.IsNullOrEmpty(m_StatePath)) ? ("Any states with compatible values have been retained and their presets can be found in the folder:\n\t\t'" + m_StatePath + "'") : "")
             ) : ""),
            "OK");
    }
Esempio n. 13
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	/// <summary>
	/// hooks up the FPSCamera object to the inspector target
	/// </summary>
	public void OnEnable()
	{

		m_Component = (vp_Weapon)target;

		if (m_Persister == null)
			m_Persister = new vp_ComponentPersister();
		m_Persister.Component = m_Component;
		m_Persister.IsActive = true;

		if (m_Component.DefaultState == null)
			m_Component.RefreshDefaultState();


	}
	/// <summary>
	/// 
	/// </summary>
	public int GetExtraAmmoForWeapon(vp_Weapon weapon)
	{

		vp_UnitBankInstance unitBank = GetUnitBankInstanceOfWeapon(weapon);
		if (unitBank == null)
			return 0;

		return GetUnitCount(unitBank.UnitType);

	}
	/// <summary>
	/// 
	/// </summary>
	public int GetAmmoInWeapon(vp_Weapon weapon)
	{

		vp_UnitBankInstance unitBank = GetUnitBankInstanceOfWeapon(weapon);
		if (unitBank == null)
			return 0;

		return unitBank.Count;

	}
	/// <summary>
	/// 
	/// </summary>
	public void ActivateWeapon(int index)
	{

		m_CurrentWeaponIndex = index;
		m_CurrentWeapon = null;
		if (m_CurrentWeaponIndex > 0)
		{
			m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1];
			if (m_CurrentWeapon != null)
				m_CurrentWeapon.ActivateGameObject(true);
		}

	}
	/// <summary>
	/// 
	/// </summary>
	public int GetWeaponIndex(vp_Weapon weapon)
	{
		return Weapons.IndexOf(weapon) + 1;
	}
	/// <summary>
	/// 
	/// </summary>
	protected virtual vp_ItemIdentifier GetWeaponIdentifier(vp_Weapon weapon)
	{

		if (!Application.isPlaying)
			return null;

		if (weapon == null)
			return null;

		if (!WeaponIdentifiers.TryGetValue(weapon, out m_WeaponIdentifierResult))
		{

			if (weapon == null)
				return null;

			m_WeaponIdentifierResult = weapon.GetComponent<vp_ItemIdentifier>();

			if (m_WeaponIdentifierResult == null)
				return null;

			if (m_WeaponIdentifierResult.Type == null)
				return null;

			WeaponIdentifiers.Add(weapon, m_WeaponIdentifierResult);

		}

		return m_WeaponIdentifierResult;

	}
Esempio n. 19
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 /// <summary>
 ///
 /// </summary>
 public int GetWeaponIndex(vp_Weapon weapon)
 {
     return(Weapons.IndexOf(weapon) + 1);
 }
Esempio n. 20
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 /// <summary>
 ///
 /// </summary>
 protected virtual void Start()
 {
     // store a reference to the FPSWeapon
     m_Weapon = transform.GetComponent <vp_Weapon>();
 }
	/// <summary>
	///	
	/// </summary>
	public vp_UnitBankInstance GetUnitBankInstanceOfWeapon(vp_Weapon weapon)
	{

		return GetItemInstanceOfWeapon(weapon) as vp_UnitBankInstance;

	}
	/// <summary>
	///	
	/// </summary>
	public vp_ItemInstance GetItemInstanceOfWeapon(vp_Weapon weapon)
	{

		vp_ItemIdentifier itemIdentifier = GetWeaponIdentifier(weapon);
		if (itemIdentifier == null)
			return null;

		vp_ItemInstance ii = GetItem(itemIdentifier.Type);

		return ii;

	}