public void SetGunIds(uint[] gunIds)
        {
            if (gunIds == null)
            {
                return;
            }

            var gunsList = gunIds.Select(id => GunDictionary.GetGunSettings(id)).ToArray();
            Dictionary <PosturePoint, GunInfo> dic = new Dictionary <PosturePoint, GunInfo>();
            ulong uid = 0;

            foreach (var gun in gunsList)
            {
                if (gun == null || dic.ContainsKey(gun.Attached))
                {
                    continue;
                }

                dic.Add(gun.Attached, gun.GetGunInfo(uid));
                uid++;
            }

            gunWriter.SendUpdate(new GunComponent.Update
            {
                GunsDic = dic
            });
        }
Esempio n. 2
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        public void SetGunIds(GunIdPair[] gunIds)
        {
            if (gunIds == null)
            {
                return;
            }

            var gunsList = gunIds.Select(pair => GunDictionary.GetGunSettings(pair.Id)).ToArray();
            Dictionary <int, GunInfo> dic = new Dictionary <int, GunInfo>();
            ulong uid = 0;

            foreach (var pair in gunIds)
            {
                var gun = GunDictionary.GetGunSettings(pair.Id);
                if (gun == null || dic.ContainsKey(pair.bone))
                {
                    continue;
                }

                dic.Add(pair.bone, gun.GetGunInfo(uid, pair.bone));
                uid++;
            }

            gunWriter.SendUpdate(new GunComponent.Update
            {
                GunsDic = dic
            });
        }
        public void OnFire(int bone, uint gunId)
        {
            if (this.SpatialComp == null || this.BulletWriter == null)
            {
                return;
            }

            var gun = GunDictionary.GetGunSettings(gunId);

            if (gun == null)
            {
                return;
            }

            var time = Time.time;

            fireTimeDic = fireTimeDic ?? new Dictionary <int, float>();

            float fireTime = 0.0f;

            fireTimeDic.TryGetValue(bone, out fireTime);

            if (time - fireTime <= gun.Inter)
            {
                return;
            }

            var cannon = GetMuzzleTransform(bone);

            if (cannon == null)
            {
                return;
            }

            fireTimeDic[bone] = time;

            var pos = cannon.Muzzle.position - origin;
            var vec = cannon.Forward;

            vec *= gun.BulletSpeed;

            var id   = this.BulletWriter.Data.CurrentId;
            var fire = new BulletFireInfo()
            {
                Power           = 1,
                Type            = gun.BulletTypeId,
                Alignment       = 3,
                LaunchPosition  = pos.ToFixedPointVector3(),
                InitialVelocity = vec.ToFixedPointVector3(),
                LaunchTime      = Time.time,
                GunId           = gunId,
                ShooterEntityId = SpatialComp.EntityId.Id,
                BulletId        = id,
            };

            this.BulletWriter.SendUpdate(new BulletComponent.Update
            {
                CurrentId = id + 1
            });
            this.BulletWriter.SendFiresEvent(fire);
        }