コード例 #1
0
ファイル: GunCombat.cs プロジェクト: zuojiashun/Toolchain
        ///──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
        /// <summary>
        /// Pistol Attack Mode
        /// </summary>
        protected virtual void PistolAttack()
        {
            if (isReloading)
            {
                return;
            }


            if (Gun.AmmoInChamber > 0)                                                                                 //If there's Ammo on the chamber
            {
                if (RC.WeaponAction == WeaponActions.Fire_Proyectile)
                {
                    //Me falta interrumpir el mismo tiro
                }

                RC.SetAction(WeaponActions.Fire_Proyectile);                                                //Set the Weapon Action to Fire Proyectile

                // RC.Anim.SetInteger(HashCombat.IDIntHash, -99);                                            //Avoid to execute the Lower Attack Animation clip (HorseSyncAnimation) for the rider
                // RC.Anim.SetBool(HashCombat.attack1Hash, true);                                            //Set Attack1 = True in the Animator

                Gun.FireProyectile(RC.AimRayCastHit);

                RC.OnAttack.Invoke(RC.Active_IMWeapon);                                                            //Invoke the On Attack Event
                currentFireRateTime = Time.time;
            }
            else
            {
                if (Time.time - currentFireRateTime > 0.5f)
                {
                    Gun.PlaySound(4);                                                                           //Play Empty Sound Which is stored in the 4 Slot
                    currentFireRateTime = Time.time;
                }
            }
        }
コード例 #2
0
        /// <summary> Pistol Attack Mode</summary>
        protected virtual void PistolAttack()
        {
            if (isReloading)
            {
                return;
            }

            if (Gun.AmmoInChamber > 0)                                                           //If there's Ammo on the chamber
            {
                RC.WeaponAction = WA.Fire_Proyectile;                                            //Set the Weapon Action to Fire Proyectile   Let the Animator Know!!!

                Gun.FireProyectile(RC.Aimer.AimHit);

                RC.OnAttack.Invoke(RC.ActiveWeapon);                                                        //Invoke the On Attack Event
                currentFireRateTime = Time.time;
            }
            else
            {
                if (Time.time - currentFireRateTime > 0.5f)
                {
                    Gun.PlaySound(4);                                                                       //Play Empty Sound Which is stored in the 4 Slot
                    currentFireRateTime = Time.time;
                }
            }
        }