Esempio n. 1
0
        /// <summary>
        /// Initialize the default values.
        /// </summary>
        public override void Init(Inventory inventory)
        {
            base.Init(inventory);

            // Initialize the animation states.
            m_UseStates.Initialize(m_ItemType);
        }
Esempio n. 2
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="item">The item that this extension belongs to.</param>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Item item, Inventory inventory)
        {
            base.Init(item, inventory);

            m_CharacterRigidbody = inventory.GetComponent <Rigidbody>();

            // Register for character events if the GameObject is active. OnEnable normally registers for these callbacks but in this case OnEnable has already occurred.
            if (m_GameObject.activeSelf)
            {
                EventHandler.RegisterEvent(m_Character, "OnAnimatorItemEndUse", EndUse);
            }

            SharedManager.InitializeSharedFields(m_Character, this);
            // Independent look characters do not need to communicate with the camera. Do not initialze the SharedFields on the network to prevent non-local characters from
            // using the main camera to determine their look direction. The SharedFields have been implemented by the NetworkMonitor component.
#if ENABLE_MULTIPLAYER
            if (!m_IndependentLook.Invoke() && m_IsLocalPlayer.Invoke())
            {
#else
            if (!m_IndependentLook.Invoke())
            {
#endif
                SharedManager.InitializeSharedFields(Utility.FindCamera(m_Character).gameObject, this);
            }

            // Initialize the animation states.
            m_RecoilStates.Initialize(m_ParentItem.ItemType);
        }
Esempio n. 3
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="item">The item that this extension belongs to.</param>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Item item, Inventory inventory)
        {
            base.Init(item, inventory);

            // Initialize the animation states.
            m_UseStates.Initialize(m_ParentItem.ItemType);
        }
Esempio n. 4
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Inventory inventory)
        {
            base.Init(inventory);

            m_CharacterRigidbody = inventory.GetComponent <Rigidbody>();

            // Initialize the animation states.
            m_RecoilStates.Initialize(m_ItemType);
        }
Esempio n. 5
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Inventory inventory)
        {
            base.Init(inventory);

            // Initialize the animation states.
            m_UseStates.Initialize(m_ItemType);

            m_CharacterTransform = m_Character.transform;
        }
Esempio n. 6
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Inventory inventory)
        {
            base.Init(inventory);

            m_CharacterTransform = m_Character.transform;

            // Initialize the animation states.
            m_UseStates.Initialize(m_ItemType);

            EventHandler.RegisterEvent <Item, bool, bool>(m_Character, "OnInventoryConsumableItemCountChange", ConsumableItemCountChange);
        }
Esempio n. 7
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        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public override void Init(Inventory inventory)
        {
            base.Init(inventory);

            // Initialize the animation states.
            m_RecoilStates.Initialize(m_ItemType);

            // Determine which hand the item is in for the recoil animation.
            var hand      = GetComponentInParent <ItemPlacement>().transform.parent;
            var rightHand = inventory.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.RightHand);

            m_RecoilStateIndex = (rightHand == hand ? m_AnimatorMonitor.RightArmLayerIndex : m_AnimatorMonitor.LeftArmLayerIndex);
        }
Esempio n. 8
0
        /// <summary>
        /// Initializes the item after it has been added to the Inventory.
        /// </summary>
        /// <param name="inventory">The parent character's inventory.</param>
        public virtual void Init(Inventory inventory)
        {
            m_Inventory = inventory;
            m_Character = inventory.gameObject;
#if ENABLE_MULTIPLAYER
            m_NetworkMonitor = m_Character.GetComponent <NetworkMonitor>();
#endif
            m_AnimatorMonitor = inventory.GetComponent <AnimatorMonitor>();
            m_Controller      = inventory.GetComponent <RigidbodyCharacterController>();

            // Initialize the animation states.
            m_DefaultStates.Initialize(m_ItemType);
            if (m_CanAim)
            {
                m_AimStates.Initialize(m_ItemType);
            }
            m_EquipStates.Initialize(m_ItemType);
            m_UnequipStates.Initialize(m_ItemType);

            EventHandler.RegisterEvent(gameObject, "OnInventoryItemEquipping", OnItemEquipping);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemUnequipping", OnItemUnequipping);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemEquipped", OnItemEquipped);
            EventHandler.RegisterEvent(gameObject, "OnInventoryItemUnequipped", OnItemUnequipped);

            for (int i = 0; i < m_ItemExtensions.Length; ++i)
            {
                m_ItemExtensions[i].Init(this, inventory);
            }

            for (int i = 0; i < m_Colliders.Length; ++i)
            {
                m_Colliders[i].enabled = false;
            }

            SharedManager.InitializeSharedFields(m_Character, this);
            // Independent look characters do not need to communicate with the camera. Do not initialze the SharedFields on the network to prevent non-local characters from
            // using the main camera to determine their look direction. The SharedFields have been implemented by the NetworkMonitor component.
#if ENABLE_MULTIPLAYER
            if (!m_IndependentLook.Invoke() && m_IsLocalPlayer.Invoke())
            {
#else
            if (!m_IndependentLook.Invoke())
            {
#endif
                SharedManager.InitializeSharedFields(Utility.FindCamera(m_Character).gameObject, this);
            }
        }