public override bool Decide(AIController controller) { if (controller == null) { return(false); } Holster holster = controller.HolsterCmp; if (holster.ActiveWeapon == null) { #if UNITY_EDITOR if (!bHasWarned) { Debug.LogWarning(this.name + " has no ActiveWeapon to make Attack Decision!"); } bHasWarned = true; #endif return(false); } float range = holster.ActiveWeapon.Props.Range; bool isInRange = holster.ActiveWeapon.Props.IsInRange(controller.Target.transform.position); //if(isInRange) // isInRange = controller.IsVisionBlocked(VisionBlockingMask); controller.StateMachineAnimator.SetBool(this.ToggleStateName, isInRange); return(isInRange); } //Decide
public ActionResult AddHolster(HolsterDTO holsterDto) { using (var db = new GunStoreContext()) { if (ModelState.IsValid) { var holster = new Holster() { Name = holsterDto.Name, Description = holsterDto.Description, Price = holsterDto.Price, Quantity = holsterDto.Quantity, }; if (holsterDto.Image != null) { holster.Image = new byte[holsterDto.Image.ContentLength]; holsterDto.Image.InputStream.Read(holster.Image, 0, holsterDto.Image.ContentLength); } db.Holsters.Add(holster); db.SaveChanges(); ModelState.Clear(); return(RedirectToAction("AddProduct", "Admin")); } ModelState.AddModelError("holster", "Invalid holster added"); return(View()); } }
public IEnumerator ChargedAttack() { if (!AICtrl.HolsterCmp.ActiveWeapon.IsCanShoot) yield break; float distance = (AICtrl.transform.position - AICtrl.Target.transform.position).magnitude; Debug.LogError("FIXME: IsLookingAtTarget definition was changed! Refactor needed..."); //if(!AICntrl.IsLookingAtTarget && distance >= 3.3f) // AICntrl.DirSwitcherCmp.OnSwitchDirection(); bIsAttacking = true; Holster holster = AICtrl.HolsterCmp; Weapon weapon = holster.ActiveWeapon; if (AICtrl.AnimationCmp != null) { AICtrl.AnimationCmp.SetTrigger("ChargeAttack"); } float chargeTime = weapon.Props.ChargingTime; yield return new WaitForSeconds(chargeTime); weapon.Shoot(weapon.transform.rotation); if (AICtrl.AnimationCmp != null) { AICtrl.AnimationCmp.SetTrigger("Attack"); } bIsAttacking = false; }//ChargedAttack
private void Start() { fan = GameObject.FindGameObjectWithTag("Fan").GetComponent <Fan>();; holster = GameObject.FindGameObjectWithTag("Holster").GetComponent <Holster>(); menu = GameObject.FindGameObjectWithTag("MainMenu"); gameStartCountdown = GameObject.FindGameObjectWithTag("GameStartCountdown").GetComponent <GameCountdown>(); timerCountdown = GameObject.FindGameObjectWithTag("TimerCountdown").GetComponent <TimerCountdown>(); highScoreUI = GameObject.FindGameObjectWithTag("HighScoreUI"); scoreboard = GameObject.FindGameObjectWithTag("Scoreboard").GetComponent <ScoreCounter>(); }
private void Start() { holster = GetComponentInChildren <Holster> (); anim = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); controller = GetComponent <Controller2D>(); InitVerticalValues(); direction = Direction.RIGHT; facingRight = true; Camera c = GetComponentInChildren <Camera> (); FullHeal(); if (c != null) { c.transform.SetParent(null); } }
public ActionResult RemoveHolster(int?id) { using (var db = new GunStoreContext()) { if (id != null) { Holster holster = db.Holsters.Include(b => b.BasketHolsters).Where(b => b.Id == id).Single <Holster>(); foreach (var item in holster.BasketHolsters) { db.BasketHolsters.Remove(item); } db.Holsters.Remove(holster); db.SaveChanges(); } List <Holster> holsters = db.Holsters.ToList(); return(View(holsters)); } }
static void Main(string[] args) { Weapon weapon = new BaseWeapon("This is a base weapon", 33, 50, 88); IWeaponExtension bipod = new Bipod(); IWeaponExtension holster = new Holster(); IWeaponExtension silencer = new Silencer(); weapon.RegisterExtension(bipod); weapon.RegisterExtension(holster); weapon.RegisterExtension(silencer); Console.WriteLine(weapon.GetStats()); weapon.UnregisterExtension(holster); Console.WriteLine(weapon.GetStats()); Console.WriteLine($"Turi Holster?: {weapon.HasExtension(holster)}"); Console.WriteLine($"Turi Silencer?: {weapon.HasExtension(silencer)}"); Console.ReadKey(); }
public Player() { _holster = new Holster(); }
public void SetPreviousHolster() { ActiveHolsterIndex = (ActiveHolsterIndex - 1) % holsters.Count; ActiveHolster = holsters[ActiveHolsterIndex]; }
public void SetNextHolster() { ActiveHolsterIndex = (ActiveHolsterIndex + 1) % holsters.Count; ActiveHolster = holsters[ActiveHolsterIndex]; }
public void SetActiveHolster(int ID) { ActiveHolster = holsters.Find(x => x.GetID == ID); ActiveHolsterIndex = ActiveHolster != null ? ActiveHolster.Index : 0; }
void Start() { player = Player.instance; holster = player.GetHolster(); text = GetComponent <Text> (); }