コード例 #1
0
    void StartAbilityUsedTransition(GunAbility calledFrom)
    {
        switch (calledFrom)
        {
        case GunAbility.RESET_WITH_SAVE_1:
            ability1Transition.SetTrigger("AbilityUsed");
            break;

        case GunAbility.RESET_WITHOUT_SAVE_2:
            ability2Transition.SetTrigger("AbilityUsed");
            break;

        case GunAbility.RESET_AND_DELETE_PREV_3:
            ability3Transition.SetTrigger("AbilityUsed");
            break;

        case GunAbility.HARD_RESET_4:
            ability4Transition.SetTrigger("AbilityUsed");
            break;

        default:
            Debug.LogError("Unexpected default state reached!");
            break;
        }

        lastGunAbilityUsed = calledFrom;
    }
コード例 #2
0
ファイル: Gun.cs プロジェクト: S-Docker/Modular-Gun-System
    /**
     * used to initialise new gun prefabs created within the gun creator tool
     */
    public void InitializeGun(GunData gunData, GunAbility ability)
    {
        fireComponent   = GetComponent <GunFireComponent>();
        reloadComponent = GetComponent <GunReloadComponent>();
        this.gunData    = gunData;

        if (ability == null)
        {
            return;
        }
        this.ability = ability;
    }
コード例 #3
0
    void GunBehaviourSettings()
    {
        isHitscan = EditorGUILayout.Toggle("Hitscan?", isHitscan);

        if (hasAbility = EditorGUILayout.Toggle("Has Gun Ability?", hasAbility))
        {
            EditorGUILayout.LabelField("Ability:");
            selectedAbility = EditorGUILayout.ObjectField(selectedAbility, typeof(GunAbility), false) as GunAbility;
        }
        else
        {
            selectedAbility = null;
        }
    }