コード例 #1
0
 public void AttachMagazine(Collider magazine)
 {
     gunMag = magazine.gameObject;
     //gunMagVar = magazine.GetComponent<GunMagazine>();
     gunMag.gameObject.tag = "NonGrabable";
     gunMag.GetComponent <Transform>().parent = null;                                              // setting null to detach from controller
     gun_magazine = magazine.GetComponent <GunMagazine>();
     gunMag.GetComponent <Transform>().parent = GameObject.FindGameObjectWithTag("Gun").transform; //this needs to change to have mag go to correct gun if multiple guns exist
     gunMag.GetComponent <Transform>().GetComponent <Transform>().localPosition = new Vector3(10.193f, -0.404f, -6.474f);
     gunMag.GetComponent <Transform>().GetComponent <Transform>().localRotation = Quaternion.Euler(0, 0, 0);
     gunMag.GetComponent <BoxCollider>().enabled   = false;
     gunMag.GetComponent <Rigidbody>().isKinematic = true;
     reloadSfx.Play();
     if (gun_magazine.AmmunitionCheck(gun_magazine.CURRENT_MAG_SIZE) && chamberedRound == false)
     {
         chamberedRound = true;
         gun_magazine.CURRENT_MAG_SIZE = gun_magazine.CURRENT_MAG_SIZE - 1;
         if (gun_magazine.CURRENT_MAG_SIZE > 0)
         {
             gun_magazine.cartridgeHeight.gameObject.SetActive(true);
         }
         else
         {
             gun_magazine.cartridgeHeight.gameObject.SetActive(false);
         }
     }
 }
コード例 #2
0
    public void OnUpdateMagAmmo()
    {
        if (GameManager.Inst.PlayerControl.SelectedPC.MyReference.CurrentWeapon != null)
        {
            Weapon myWeapon = GameManager.Inst.PlayerControl.SelectedPC.MyReference.CurrentWeapon.GetComponent <Weapon>();
            if (myWeapon != null && myWeapon.IsRanged)
            {
                GunMagazine mag       = myWeapon.GetComponent <GunMagazine>();
                string      ammoCount = "";
                if (mag.MaxCapacity > 45)
                {
                    int numberOfSymbols = Mathf.FloorToInt((mag.AmmoLeft * 1f) / mag.MaxCapacity * 10f);

                    for (int i = 0; i < numberOfSymbols; i++)
                    {
                        ammoCount = ammoCount + _magAmmoSymbol;
                    }
                }
                else
                {
                    for (int i = 0; i < mag.AmmoLeft; i++)
                    {
                        ammoCount = ammoCount + _magAmmoSymbol;
                    }
                }

                MagAmmo.text = ammoCount;
            }
        }
        else
        {
            MagAmmo.text = "";
        }
    }
コード例 #3
0
    void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("Multiple inventory instances.");
            return;
        }

        instance = this;
    }
コード例 #4
0
    private bool shooting  = false; // if the gun is automatic, see if the player is holding the shoot button

    private void Awake()
    {
        magazine = GetComponent <GunMagazine>();

        switch (gunType)
        {
        case GunEquiped.Shotgun:
            currentGun           = gameObject.AddComponent <Shotgun>();
            magazine.CurrentAmmo = bulletCount[0];
            break;

        case GunEquiped.M4:
            currentGun           = gameObject.AddComponent <M4>();
            magazine.CurrentAmmo = bulletCount[1];
            break;

        case GunEquiped.Ak47:
            currentGun           = gameObject.AddComponent <Ak47>();
            magazine.CurrentAmmo = bulletCount[2];
            break;

        case GunEquiped.M9:
            currentGun           = gameObject.AddComponent <M9>();
            magazine.CurrentAmmo = bulletCount[3];
            break;

        default:
            break;
        }

        currentGun.GetGunTip       = gunTip;
        currentGun.GetBackspinDrag = backspinDrag;
        delayToShoot = currentGun.GetDelayToShoot;

        if (UpdateHopUpCount.instance)
        {
            UpdateHopUpCount.instance.SetHopUp(backspinDrag);
        }

        if (UpdateManualAutomatic.instance)
        {
            UpdateManualAutomatic.instance.SetText(automatic);
        }

        if (UpdateTypeOfGun.instance)
        {
            UpdateTypeOfGun.instance.SetText(gunType.ToString());
        }
    }
コード例 #5
0
 public void EjectMagazine()
 {
     if (disableBulletHeightRenderer)
     {
         Debug.Log("Removing Child Render");
         gun_magazine.cartridgeHeight.gameObject.SetActive(false);
     }
     if (gun_magazine != null)
     {
         magEjectSfx.Play();
     }
     //gunMagVar = null;
     gunMag.gameObject.tag = "Grabable";
     gunMag.GetComponent <Transform>().parent = null; // setting null to detach from Gun
     gun_magazine = null;
     gunMag.GetComponent <BoxCollider>().enabled   = true;
     gunMag.GetComponent <Rigidbody>().isKinematic = false;
     gunMag.GetComponent <Rigidbody>().useGravity  = true;
     StartCoroutine(waiting(gunMag)); // waiting to set tag back to normal for use
     StartCoroutine(destroyMag(gunMag));
 }
コード例 #6
0
ファイル: Weapon.cs プロジェクト: sachinreddy1/CubicTrooper
 void Start()
 {
     gunMagazine  = GunMagazine.instance;
     weaponHolder = GameObject.FindGameObjectWithTag("weaponController").GetComponent <weaponSwitching>();
     bullets      = magCapacity;
 }
コード例 #7
0
ファイル: Gun.cs プロジェクト: rotorist/TunguskaGame
    public override void Rebuild(WeaponCallBack callBack, Item weaponItem)
    {
        Receiver = GetComponent <GunReceiver>();
        Barrel   = GetComponent <GunBarrel>();
        Stock    = GetComponent <GunStock>();
        Magazine = GetComponent <GunMagazine>();

        this.WeaponItem = weaponItem;

        _isCooledDown = true;

        _onSuccessfulShot = callBack;

        _sparks       = MuzzleFlash.Find("Sparks").GetComponent <ParticleSystem>();
        _flame        = MuzzleFlash.GetComponent <ParticleSystem>();
        _bulletOrigin = MuzzleFlash.Find("BulletOrigin").gameObject;
        //_bulletTrail.ParentWeapon = this;
        _light       = MuzzleFlash.Find("Light").GetComponent <Light>();
        _foreGripPos = this.ForeGrip.localPosition;
        _isEquipped  = true;

        float _npcRecoilReduction = 1;

        if (Attacker.MyAI.ControlType == AIControlType.NPC)
        {
            _npcRecoilReduction = 0f;
            Barrel.Accuracy     = 1;
        }
        else
        {
            Barrel.Accuracy = (float)weaponItem.GetAttributeByName("Accuracy").Value;
        }


        Barrel.Impact         = (float)weaponItem.GetAttributeByName("Impact").Value;
        Barrel.MuzzleVelocity = (float)weaponItem.GetAttributeByName("_Muzzle Velocity").Value;
        Barrel.Range          = (float)weaponItem.GetAttributeByName("Range").Value;
        Barrel.Handling       = (float)weaponItem.GetAttributeByName("Handling").Value;

        Magazine.MaxCapacity = (int)weaponItem.GetAttributeByName("Magazine Size").Value;
        Receiver.Recoil      = (float)weaponItem.GetAttributeByName("Recoil").Value *_npcRecoilReduction;

        GunshotSoundName = weaponItem.GetAttributeByName("_GunshotSound").Value.ToString();

        _reloadToUnjam = (bool)weaponItem.GetAttributeByName("_ReloadToUnjam").Value;

        switch (Receiver.FireModes[0])
        {
        case GunFireModes.Semi:
            Receiver.SemiFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value;
            break;

        case GunFireModes.Full:
            Receiver.AutoFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value;
            break;

        case GunFireModes.Burst:
            Receiver.BurstFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value;
            break;

        case GunFireModes.Pump:
            Receiver.ManualFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value;
            break;
        }

        _pumpStarted = false;


        Refresh();
    }
コード例 #8
0
 void Start()
 {
     gunMagazine = GunMagazine.instance;
     SelectWeapon();
     rb = player.GetComponent <Rigidbody2D>();
 }
コード例 #9
0
ファイル: AIWeapon.cs プロジェクト: rotorist/TunguskaGame
    public void UpdatePerFrame()
    {
        if (_parentCharacter.MyReference.CurrentWeapon == null)
        {
            return;
        }

        if (!_parentCharacter.MyReference.CurrentWeapon.GetComponent <Weapon>().IsRanged)
        {
            return;
        }

        //check if there's ammo in the magazine. if low then reload. When there are no enemies in sight,
        //reload even when not empty; don't do this on player controlled character
        GunMagazine magazine = _parentCharacter.MyReference.CurrentWeapon.GetComponent <GunMagazine>();

        if (magazine.AmmoLeft <= 0 && _parentCharacter.MyAI.ControlType != AIControlType.Player)
        {
            StopFiringRangedWeapon();
            if (_parentCharacter.ActionState == HumanActionStates.None)
            {
                _parentCharacter.SendCommand(CharacterCommands.Reload);
                _parentCharacter.PlayVocal(VocalType.Coverfire);
            }
        }
        else if (_parentCharacter.MyAI.BlackBoard.TargetEnemy == null && magazine.AmmoLeft <= magazine.MaxCapacity * 0.6f && _parentCharacter.MyAI.ControlType != AIControlType.Player)
        {
            StopFiringRangedWeapon();
            if (_parentCharacter.ActionState == HumanActionStates.None)
            {
                _parentCharacter.SendCommand(CharacterCommands.Reload);
                _parentCharacter.PlayVocal(VocalType.Coverfire);
            }
        }
        else if (AIWeaponState == AIWeaponStates.FiringRangedWeapon && _parentCharacter.ActionState == HumanActionStates.None)
        {
            HandleFiringRangedWeapon();
        }


        //calculate turn/moving scatter
        float scatterRestore = 3;         //TODO: later the restore speed will be based on player skill
        float aimLerpAngle   = 0;

        if (_parentCharacter.MyAI.ControlType == AIControlType.Player)
        {
            aimLerpAngle = GameManager.Inst.PlayerControl.AimLerpAngle;
        }

        if (((HumanCharacter)_parentCharacter).CurrentAnimState.IsRotatingBody())
        {
            //increase scatter
            _turnMoveScatter = Mathf.Lerp(_turnMoveScatter, 1, Time.deltaTime * 6);
        }
        else if (_parentCharacter.GetCharacterVelocity().magnitude > 0.1f)
        {
            //increase scatter based on velocity
            _turnMoveScatter = Mathf.Lerp(_turnMoveScatter, Mathf.Clamp01(_parentCharacter.GetCharacterVelocity().magnitude / 6), Time.deltaTime * 6);
        }
        else if (aimLerpAngle > 10)
        {
            _turnMoveScatter = Mathf.Clamp01((aimLerpAngle - 10) / 50) * 2;
        }
        else
        {
            //decrease scatter
            _turnMoveScatter = Mathf.Lerp(_turnMoveScatter, 0, Time.deltaTime * scatterRestore);
        }
    }
コード例 #10
0
    public void OnUpdateTotalAmmo()
    {
        GameObject currentWeapon  = GameManager.Inst.PlayerControl.SelectedPC.MyReference.CurrentWeapon;
        Item       equippedWeapon = GameManager.Inst.PlayerControl.SelectedPC.MyAI.BlackBoard.EquippedWeapon;

        if (currentWeapon == null && equippedWeapon != null)
        {
            //Item throwItem = GameManager.Inst.PlayerControl.SelectedPC.Inventory.ThrowSlot;

            if (equippedWeapon.Type == ItemType.Thrown)
            {
                int ammoInBackpack = GameManager.Inst.PlayerControl.SelectedPC.Inventory.CountItemsInBackpack(equippedWeapon.ID) + 1;
                TotalAmmo.text = ammoInBackpack.ToString();
            }
            else
            {
                AmmoType.text  = "";
                TotalAmmo.text = "";
                MagAmmo.text   = "";
            }
        }
        else if (currentWeapon != null)
        {
            Weapon myWeapon = GameManager.Inst.PlayerControl.SelectedPC.MyReference.CurrentWeapon.GetComponent <Weapon>();

            if (myWeapon != null && myWeapon.IsRanged)
            {
                GunMagazine mag = myWeapon.GetComponent <GunMagazine>();
                _magAmmoSymbol = "I";
                if (mag.MaxCapacity <= 20)
                {
                    MagAmmo.fontSize = 25;
                }
                else if (mag.MaxCapacity <= 30)
                {
                    MagAmmo.fontSize = 22;
                }
                else if (mag.MaxCapacity <= 45)
                {
                    MagAmmo.fontSize = 16;
                }
                else
                {
                    MagAmmo.fontSize = 25;
                    _magAmmoSymbol   = "=";
                }

                Item ammo           = myWeapon.GetComponent <Gun>().GetAmmoItem();
                int  ammoInBackpack = GameManager.Inst.PlayerControl.SelectedPC.Inventory.CountItemsInBackpack(ammo.ID);
                TotalAmmo.text = ammoInBackpack.ToString();
                AmmoType.text  = ammo.Name;
            }
            else if (myWeapon != null && !myWeapon.IsRanged)
            {
                AmmoType.text  = "";
                TotalAmmo.text = "";
                MagAmmo.text   = "";
            }

            OnUpdateMagAmmo();
        }
        else
        {
            OnPutAway();
        }
    }