///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Select Weapons ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public IEnumerator SelectWeapon(int index) { FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); //we are not dropping a weapon anymore if one has been selected dropWeapon = false; //do not proceed with selecting weapon if player doesn't have it in their inventory //but make an exception for the null/unarmed weapon for when the player presses the holster button //also dont allow weapon switch if player is climbing, swimming, or holding object and their weapon is lowered if ((!weaponOrder[index].GetComponent <WeaponBehavior>().haveWeapon&& index != 0) || FPSWalkerComponent.hideWeapon) { yield break; } if (index != 0) //if a weapon is selected, prevent unarmed/null weapon from being selected in selection cycle { weaponOrder[0].GetComponent <WeaponBehavior>().haveWeapon = false; } //set up external script references Ironsights IronsightsComponent = playerObj.GetComponent <Ironsights>(); CameraKick CameraKickComponent = Camera.main.GetComponent <CameraKick>(); FPSPlayer FPSPlayerComponent = playerObj.GetComponent <FPSPlayer>(); WeaponBehavior CurrentWeaponBehaviorComponent = weaponOrder[currentWeapon].GetComponent <WeaponBehavior>(); //cancel zooming when switching FPSPlayerComponent.zoomed = false; //reset non-magazine reload if interrupted by weapon switch if (CurrentWeaponBehaviorComponent.bulletsToReload != CurrentWeaponBehaviorComponent.bulletsPerClip && CurrentWeaponBehaviorComponent.weaponMesh.GetComponent <Animation>()["Neutral"] && IronsightsComponent.reloading) { //play neutral animation when putting weapon away to prevent neutral anim glitch at start of next reload CurrentWeaponBehaviorComponent.weaponMesh.GetComponent <Animation>()["Neutral"].speed = 1.5f; CurrentWeaponBehaviorComponent.weaponMesh.GetComponent <Animation>().Play("Neutral", PlayMode.StopAll); //reset bulletsReloaded to prevent delay of reloading the next time we reload this weapon CurrentWeaponBehaviorComponent.bulletsReloaded = 0; } //cancel reloading when switching IronsightsComponent.reloading = false; //set IronSights Reloading var to false CurrentWeaponBehaviorComponent.StopCoroutine("Reload"); //stop the Reload function if it is running //make timer active during switch to prevent shooting switchTime = Time.time - Time.deltaTime; if (Time.timeSinceLevelLoad > 2) { //play weapon switch sound if not the first call to this function after level load AudioSource.PlayClipAtPoint(changesnd, mainCamTransform.position); //play camera weapon switching animation Camera.main.GetComponent <Animation>().Rewind("CameraSwitch"); Camera.main.GetComponent <Animation>().CrossFade("CameraSwitch", 0.35f, PlayMode.StopAll); } //if weapon uses rifle sprinting animation, set speed and play animation if (!CurrentWeaponBehaviorComponent.PistolSprintAnim) { //animate previous weapon down if (!FPSWalkerComponent.canRun) { weaponOrder[currentWeapon].GetComponent <Animation>()["RifleSprinting"].normalizedTime = 0; weaponOrder[currentWeapon].GetComponent <Animation>()["RifleSprinting"].speed = 1.5f; weaponOrder[currentWeapon].GetComponent <Animation>().CrossFade("RifleSprinting", 0.00025f, PlayMode.StopAll); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch weaponOrder[currentWeapon].GetComponent <Animation>()["RifleSprinting"].normalizedTime = 1; } } else //weapon uses pistol sprinting animation //animate previous weapon down { if (!FPSWalkerComponent.canRun) { weaponOrder[currentWeapon].GetComponent <Animation>()["PistolSprinting"].normalizedTime = 0; weaponOrder[currentWeapon].GetComponent <Animation>()["PistolSprinting"].speed = 1.5f; weaponOrder[currentWeapon].GetComponent <Animation>().CrossFade("PistolSprinting", 0.00025f, PlayMode.StopAll); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch weaponOrder[currentWeapon].GetComponent <Animation>()["PistolSprinting"].normalizedTime = 1; } } if (Time.timeSinceLevelLoad > 2) { if (CurrentWeaponBehaviorComponent.meleeSwingDelay == 0) { //move weapon down while switching IronsightsComponent.switchMove = -0.4f; } else { //move melee weapons down further while switching because they take more vertical screen space than guns IronsightsComponent.switchMove = -1.2f; } //wait for weapon down animation to play before switching weapons and animating weapon up yield return(new WaitForSeconds(0.2f)); } //immediately switch weapons (activate called weaponOrder index and deactivate all others) for (int i = 0; i < weaponOrder.Length; i++) { if (i == index) { #if UNITY_3_5 // Activate the selected weapon weaponOrder[i].SetActiveRecursively(true); #else // Activate the selected weapon weaponOrder[i].SetActive(true); #endif //get current weapon value from index currentWeapon = index; //synchronize current and previous weapon's y pos for correct offscreen switching, use localPosition not position for correct transforms weaponOrder[i].transform.localPosition = weaponOrder[i].transform.localPosition + new Vector3(0, weaponOrder[i].transform.localPosition.y - 0.3f, 0); if (Time.timeSinceLevelLoad > 2) { //move weapon up when switch finishes IronsightsComponent.switchMove = 0; } //if weapon uses rifle sprinting animation set speed and animate if (!weaponOrder[i].GetComponent <WeaponBehavior>().PistolSprintAnim) { //animate selected weapon up by setting time of animation to it's end and playing in reverse if (!FPSWalkerComponent.canRun) { weaponOrder[i].GetComponent <Animation>()["RifleSprinting"].normalizedTime = 1.0f; weaponOrder[i].GetComponent <Animation>()["RifleSprinting"].speed = -1.5f; weaponOrder[i].GetComponent <Animation>().CrossFade("RifleSprinting", 0.00025f, PlayMode.StopAll); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch weaponOrder[i].GetComponent <Animation>()["RifleSprinting"].normalizedTime = 1.0f; weaponOrder[i].GetComponent <Animation>()["RifleSprinting"].speed = 1.5f; weaponOrder[i].GetComponent <Animation>().CrossFade("RifleSprinting", 0.00025f, PlayMode.StopAll); } } else //weapon uses pistol sprinting animation //animate selected weapon up by setting time of animation to it's end and playing in reverse { if (!FPSWalkerComponent.canRun) { weaponOrder[i].GetComponent <Animation>()["PistolSprinting"].normalizedTime = 1.0f; weaponOrder[i].GetComponent <Animation>()["PistolSprinting"].speed = -1.5f; weaponOrder[i].GetComponent <Animation>().CrossFade("PistolSprinting", 0.00025f, PlayMode.StopAll); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch weaponOrder[i].GetComponent <Animation>()["PistolSprinting"].normalizedTime = 1.0f; weaponOrder[i].GetComponent <Animation>()["PistolSprinting"].speed = 1.5f; weaponOrder[i].GetComponent <Animation>().CrossFade("PistolSprinting", 0.00025f, PlayMode.StopAll); } } //update transform reference of active weapon object in other scipts IronsightsComponent.gun = weaponOrder[i].transform; //update active weapon object reference in other scipts IronsightsComponent.gunObj = weaponOrder[i]; CameraKickComponent.gun = weaponOrder[i]; } else { //reset transform of deactivated gun to make it in neutral position when selected again //use weapon parent transform.position instead of Camera.main.transform.position //or Camera.main.transform.localPosition to avoid positioning bugs due to camera pos changing with walking bob and kick weaponOrder[i].transform.position = myTransform.position; if (!weaponOrder[i].GetComponent <WeaponBehavior>().PistolSprintAnim) //weapon uses rifle sprinting animation //reset animation { weaponOrder[i].GetComponent <Animation>()["RifleSprinting"].normalizedTime = 1.0f; } else //weapon uses pistol sprinting animation //reset animation { weaponOrder[i].GetComponent <Animation>()["PistolSprinting"].normalizedTime = 1.0f; } //synchronize sprintState var in WeaponBehavior script weaponOrder[i].GetComponent <WeaponBehavior>().sprintState = true; #if UNITY_3_5 // Activate the selected weapon weaponOrder[i].SetActiveRecursively(false); #else // Activate the selected weapon weaponOrder[i].SetActive(false); #endif } } }
public IEnumerator SelectWeapon(int index, bool isOffhandThrow = false, bool endOffhandThrow = false) { CameraAnimationComponent = Camera.main.GetComponent <Animation>(); WeaponMeshAnimationComponent = CurrentWeaponBehaviorComponent.weaponMesh.GetComponent <Animation>(); WeaponObjAnimationComponent = weaponOrder[currentWeapon].GetComponent <Animation>(); //we are not dropping a weapon anymore if one has been selected dropWeapon = false; //do not proceed with selecting weapon if player doesn't have it in their inventory //but make an exception for the null/unarmed weapon for when the player presses the holster button //also dont allow weapon switch if player is climbing, swimming, or holding object and their weapon is lowered WeaponBehavior ThisWeaponBehavior = weaponOrder[index].GetComponent <WeaponBehavior>(); if ((!ThisWeaponBehavior.haveWeapon && index != 0) || (!ThisWeaponBehavior.cycleSelect && !isOffhandThrow) || FPSWalkerComponent.hideWeapon || pullGrenadeState) { yield break; } if (index != 0) //if a weapon is selected, prevent unarmed/null weapon from being selected in selection cycle { weaponOrder[0].GetComponent <WeaponBehavior>().haveWeapon = false; } //cancel zooming when switching FPSPlayerComponent.zoomed = false; if (CurrentWeaponBehaviorComponent.useLight) { if (CurrentWeaponBehaviorComponent.lightConeMesh) { CurrentWeaponBehaviorComponent.lightConeMesh.enabled = false; } if (CurrentWeaponBehaviorComponent.spot) { CurrentWeaponBehaviorComponent.spot.enabled = false; } if (CurrentWeaponBehaviorComponent.point) { CurrentWeaponBehaviorComponent.point.enabled = false; } } //reset non-magazine reload if interrupted by weapon switch if (CurrentWeaponBehaviorComponent.bulletsToReload != CurrentWeaponBehaviorComponent.bulletsPerClip && WeaponMeshAnimationComponent["Neutral"] && IronsightsComponent.reloading) { //play neutral animation when putting weapon away to prevent neutral anim glitch at start of next reload WeaponMeshAnimationComponent["Neutral"].speed = 1.5f; WeaponMeshAnimationComponent.Play("Neutral", PlayMode.StopSameLayer); //reset bulletsReloaded to prevent delay of reloading the next time we reload this weapon CurrentWeaponBehaviorComponent.bulletsReloaded = 0; } //cancel reloading when switching IronsightsComponent.reloading = false; //set IronSights Reloading var to false CurrentWeaponBehaviorComponent.StopCoroutine("Reload"); //stop the Reload function if it is running switchTime = Time.time; if (Time.timeSinceLevelLoad > 1) { if (!offhandThrowActive && !displayingGrenade) { //play weapon switch sound if not the first call to this function after level load aSource.clip = changesnd; aSource.volume = 1.0f; aSource.Play(); } //play camera weapon switching animation CameraAnimationComponent["CameraSwitch"].speed = 1.0f; //set camera animation speed CameraAnimationComponent.Rewind("CameraSwitch"); CameraAnimationComponent.CrossFade("CameraSwitch", 0.1f, PlayMode.StopSameLayer); } //if weapon uses rifle sprinting animation, set speed and play animation if (!CurrentWeaponBehaviorComponent.PistolSprintAnim) { //animate previous weapon down if (!FPSWalkerComponent.canRun && !FPSWalkerComponent.proneMove) { WeaponObjAnimationComponent["RifleSprinting"].normalizedTime = 0; WeaponObjAnimationComponent["RifleSprinting"].speed = 1.5f; WeaponObjAnimationComponent.CrossFade("RifleSprinting", 0.00025f, PlayMode.StopSameLayer); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch WeaponObjAnimationComponent["RifleSprinting"].normalizedTime = 1; } } else //weapon uses pistol sprinting animation //animate previous weapon down { if (!FPSWalkerComponent.canRun && !FPSWalkerComponent.proneMove) { WeaponObjAnimationComponent["PistolSprinting"].normalizedTime = 0; WeaponObjAnimationComponent["PistolSprinting"].speed = 1.5f; WeaponObjAnimationComponent.CrossFade("PistolSprinting", 0.00025f, PlayMode.StopSameLayer); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch WeaponObjAnimationComponent["PistolSprinting"].normalizedTime = 1; } } if (Time.timeSinceLevelLoad > 2) { if (!CurrentWeaponBehaviorComponent.verticalWeapon || isOffhandThrow) { //move weapon down while switching IronsightsComponent.switchMove = -0.4f; } else { //move vertical oriented weapons down further while switching because they take more vertical screen space than guns IronsightsComponent.switchMove = -1.2f; } //wait for weapon down animation to play before switching weapons and animating weapon up yield return(new WaitForSeconds(0.2f)); } //immediately switch weapons (activate called weaponOrder index and deactivate all others) for (int i = 0; i < weaponOrder.Length; i++) { CurWeaponObjAnimationComponent = weaponOrder[i].GetComponent <Animation>(); if (i == index) { //update transform reference of active weapon object in other scipts IronsightsComponent.gun = weaponOrder[i].transform; //update active weapon object reference in other scipts IronsightsComponent.gunObj = weaponOrder[i]; IronsightsComponent.WeaponBehaviorComponent = weaponOrder[i].GetComponent <WeaponBehavior>(); FPSPlayerComponent.WeaponBehaviorComponent = weaponOrder[i].GetComponent <WeaponBehavior>(); CameraControlComponent.gun = weaponOrder[i]; CurrentWeaponBehaviorComponent = weaponOrder[i].GetComponent <WeaponBehavior>(); // Activate the selected weapon weaponOrder[i].SetActive(true); if (endOffhandThrow) { CurrentWeaponBehaviorComponent.isOffhandThrow = true; switchTime = Time.time - 0.5f; //allow weapon to start firing sooner after switching from offhand grenade throw than when recovering from sprinting } CurrentWeaponBehaviorComponent.InitializeWeapon(); //get current weapon value from index currentWeapon = index; //synchronize current and previous weapon's y pos for correct offscreen switching, use localPosition not position for correct transforms weaponOrder[i].transform.localPosition = weaponOrder[i].transform.localPosition + new Vector3(0, weaponOrder[i].transform.localPosition.y - 0.3f, 0); if (Time.timeSinceLevelLoad > 2) { //move weapon up when switch finishes IronsightsComponent.switchMove = 0; } //if weapon uses rifle sprinting animation set speed and animate if (!weaponOrder[i].GetComponent <WeaponBehavior>().PistolSprintAnim) { //animate selected weapon up by setting time of animation to it's end and playing in reverse if (!FPSWalkerComponent.canRun && !FPSWalkerComponent.proneMove) { CurWeaponObjAnimationComponent["RifleSprinting"].normalizedTime = 1.0f; CurWeaponObjAnimationComponent["RifleSprinting"].speed = -1.5f; CurWeaponObjAnimationComponent.CrossFade("RifleSprinting", 0.00025f, PlayMode.StopSameLayer); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch CurWeaponObjAnimationComponent["RifleSprinting"].normalizedTime = 1.0f; CurWeaponObjAnimationComponent["RifleSprinting"].speed = 1.5f; CurWeaponObjAnimationComponent.CrossFade("RifleSprinting", 0.00025f, PlayMode.StopSameLayer); } } else //weapon uses pistol sprinting animation //animate selected weapon up by setting time of animation to it's end and playing in reverse { if (!FPSWalkerComponent.canRun && !FPSWalkerComponent.proneMove) { CurWeaponObjAnimationComponent["PistolSprinting"].normalizedTime = 1.0f; CurWeaponObjAnimationComponent["PistolSprinting"].speed = -1.5f; CurWeaponObjAnimationComponent.CrossFade("PistolSprinting", 0.00025f, PlayMode.StopSameLayer); } else { //if player is sprinting, keep weapon in sprinting position during weapon switch CurWeaponObjAnimationComponent["PistolSprinting"].normalizedTime = 1.0f; CurWeaponObjAnimationComponent["PistolSprinting"].speed = 1.5f; CurWeaponObjAnimationComponent.CrossFade("PistolSprinting", 0.00025f, PlayMode.StopSameLayer); } } } else { //reset transform of deactivated gun to make it in neutral position when selected again //use weapon parent transform.position instead of Camera.main.transform.position //or Camera.main.transform.localPosition to avoid positioning bugs due to camera pos changing with walking bob and kick weaponOrder[i].transform.position = myTransform.position; if (!weaponOrder[i].GetComponent <WeaponBehavior>().PistolSprintAnim) //weapon uses rifle sprinting animation //reset animation { CurWeaponObjAnimationComponent["RifleSprinting"].normalizedTime = 1.0f; } else //weapon uses pistol sprinting animation //reset animation { CurWeaponObjAnimationComponent["PistolSprinting"].normalizedTime = 1.0f; } //synchronize sprintState var in WeaponBehavior script weaponOrder[i].GetComponent <WeaponBehavior>().sprintState = true; // Activate the selected weapon weaponOrder[i].SetActive(false); } } WatchedAdAmmo = false; }