void Start() { //m_WeaponsManager = GetComponentInParent<IS_PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <IS_PlayerWeaponsManager, CrosshairManager>(m_WeaponsManager, this); OnWeaponChanged(m_WeaponsManager.GetActiveWeapon()); m_WeaponsManager.onSwitchedToWeapon += OnWeaponChanged; }
void Update() { float currenFillRatio = m_Weapon.currentAmmoRatio; ammoFillImage.fillAmount = Mathf.Lerp(ammoFillImage.fillAmount, currenFillRatio, Time.deltaTime * ammoFillMovementSharpness); bool isActiveWeapon = m_Weapon == m_IS_PlayerWeaponsManager.GetActiveWeapon(); canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, isActiveWeapon ? 1f : unselectedOpacity, Time.deltaTime * 10); transform.localScale = Vector3.Lerp(transform.localScale, isActiveWeapon ? Vector3.one : unselectedScale, Time.deltaTime * 10); controlKeysRoot.SetActive(!isActiveWeapon); FillBarColorChange.UpdateVisual(currenFillRatio); }
void OnPicked(IS_PlayerCharacterController byPlayer) { IS_PlayerWeaponsManager IS_PlayerWeaponsManager = byPlayer.GetComponent <IS_PlayerWeaponsManager>(); if (IS_PlayerWeaponsManager) { if (IS_PlayerWeaponsManager.AddWeapon(weaponPrefab)) { // Handle auto-switching to weapon if no weapons currently if (IS_PlayerWeaponsManager.GetActiveWeapon() == null) { IS_PlayerWeaponsManager.SwitchWeapon(true); } m_Pickup.PlayPickupFeedback(); Destroy(gameObject); } } }
void Start() { if (desiredPlayer != null) { m_IS_PlayerWeaponsManager = desiredPlayer.GetComponent <IS_PlayerWeaponsManager>(); } // m_IS_PlayerWeaponsManager = FindObjectOfType<IS_PlayerWeaponsManager>(); DebugUtility.HandleErrorIfNullFindObject <IS_PlayerWeaponsManager, WeaponHUDManager>(m_IS_PlayerWeaponsManager, this); WeaponController activeWeapon = m_IS_PlayerWeaponsManager.GetActiveWeapon(); if (activeWeapon) { AddWeapon(activeWeapon, m_IS_PlayerWeaponsManager.activeWeaponIndex); ChangeWeapon(activeWeapon); } m_IS_PlayerWeaponsManager.onAddedWeapon += AddWeapon; m_IS_PlayerWeaponsManager.onRemovedWeapon += RemoveWeapon; m_IS_PlayerWeaponsManager.onSwitchedToWeapon += ChangeWeapon; }