/// <summary> /// Using Base Init for default Setup. /// Creating needed Setup for Laser. /// </summary> /// <param name="weaponSocket">Place for Weapon to create</param> /// <param name="weapon">What Weapon</param> /// <param name="hud">Weapon View for Visuals</param> /// <param name="aimOrigin"></param> /// <param name="hitEvent"></param> public override void Initialize(WeaponSocket weaponSocket, Weapon weapon, WeaponHud hud, AimOrigin aimOrigin, HitEvent hitEvent) { base.Initialize(weaponSocket, weapon, hud, aimOrigin, hitEvent); PhotonView.ObservedComponents.Add(this); // 1 default + reflect count m_rayNums = 1 + Weapon.ReflectCount; m_rays = new Ray[m_rayNums + 1]; //max x reflections = x hits + 1 end point m_hitEffects = new ParticleSystem[Weapon.ReflectCount + 1]; //each reflection is a hit + 1 end point for (var i = 0; i < Weapon.ReflectCount + 1; i++) { m_hitEffects[i] = Instantiate(weapon.HitEffect); } m_trailEffect = Instantiate(Weapon.TrailEffect, MuzzleFlash.transform, false).GetComponent <LineRenderer>(); m_trailEffect.transform.localPosition = new Vector3(0, 0, 0); m_currentLength = Weapon.MaxLength; }
public override void Initialize(WeaponSocket weaponSocket, Weapon weapon, WeaponHud hud, AimOrigin aimOrigin, HitEvent hitEvent) { base.Initialize(weaponSocket, weapon, hud, aimOrigin, hitEvent); m_hitEffect = Instantiate(weapon.HitEffect); PhotonView.ObservedComponents.Add(this); m_trailEffect = Instantiate(Weapon.TrailEffect, MuzzleFlash.transform, false).GetComponent <TrailRenderer>(); m_trailEffect.transform.localPosition = new Vector3(0, 0, 0); }
public override void Initialize(WeaponSocket weaponSocket, Weapon weapon, WeaponHud hud, AimOrigin aimOrigin, HitEvent hitEvent) { base.Initialize(weaponSocket, weapon, hud, aimOrigin, hitEvent); m_hitEffect = Instantiate(weapon.HitEffect); m_chargeEffect = Instantiate(weapon.ChargeEffect, WeaponObject.transform, false); m_chargeEffect.transform.localPosition = Weapon.MuzzleFlashOffset; //Get Components to Handle Effects var lineEffects = Instantiate(Weapon.TrailEffect, MuzzleFlash.transform, false); m_lineRender = lineEffects.GetComponent <LineRenderer>(); m_lineRender.transform.localPosition = new Vector3(0, 0, 0); m_lineRender.positionCount = 2; m_lineRender.widthMultiplier = Weapon.RayThickness * 10; m_lineRender.enabled = false; m_lineAnimation = lineEffects.GetComponent <LineAnimation>(); }
void Start() { _player = FindObjectOfType <Player>(); _weaponHud = FindObjectOfType <WeaponHud>(); _enemySpawner = FindObjectOfType <EnemySpawner>(); }