public EnemyShipShooting(Transform enemyShipTransform, Transform playerShipTransform, DataWeapon dataBullet, float rangeAttack) { _enemyShipTransform = enemyShipTransform; _playerShipTransform = playerShipTransform; _enemyShipBarrel = _enemyShipTransform.GetChild(0); _dataBullet = dataBullet; _rangeAttack = rangeAttack; }
public ModificationMuffler(DataWeapon dataWeapon, IMuffler muffler, Transform playerTranform) { _dataWeapon = dataWeapon; _muffler = muffler; _playerTranform = playerTranform; _damage = _dataWeapon.DamageWhitMuffler; _shotVolumeMuffler = _dataWeapon.ShotVolumeMuffler; }
public AddMuffler(IWeapon weapon, DataWeapon dataWeapon, Transform playerTransform) : base(weapon) { _playerTransform = playerTransform; var muffler = new Muffler(dataWeapon.OneShotMufflerAudioClip, playerTransform, dataWeapon.MufflerPrefab, dataWeapon.ShotVolumeMuffler); _mufflerGO = Object.Instantiate(muffler.MufflerInstance, playerTransform.Find("Barrel").position, playerTransform.rotation); _mufflerGO.transform.parent = playerTransform; }
private void RmoveMuffler(Transform playerTransform, DataWeapon dataWeapon, IWeapon weapon) { _isMuffler = false; _weaponModification.Add(new EditAttackModification(weapon, dataWeapon.Damage)); _weaponModification.Add(new EditAudioClip(weapon, dataWeapon.OneShotAudioClip)); _weaponModification.Add(new EditAudioVolume(weapon, dataWeapon.DefaultShotVolume)); _weaponModification.Add(new RemoveMuffler(weapon, playerTransform)); _weaponModification.Handle(); }
private void InstallationMuffler(Transform playerTransform, DataWeapon dataWeapon, IWeapon weapon) { _isMuffler = true; _weaponModification.Add(new EditAttackModification(weapon, 100.0f)); _weaponModification.Add(new EditAudioClip(weapon, dataWeapon.OneShotMufflerAudioClip)); _weaponModification.Add(new EditAudioVolume(weapon, dataWeapon.ShotVolumeMuffler)); _weaponModification.Add(new AddMuffler(weapon, dataWeapon, playerTransform)); _weaponModification.Handle(); }
void WeaponDataInsert(string m_w, int itemnumber, string t_weapon) { DataWeapon a = new DataWeapon(); a.m_weapon = Resources.Load("Data/Item/" + m_w, typeof(GameObject)) as GameObject; a.num_weapon = itemnumber; a.t_weapon = Resources.Load("Data/Item/" + t_weapon, typeof(Texture2D)) as Texture2D; DataManager.Instance.dataWeapon.Add(a); }
public void InstallationRemovalMuffler(Transform playerTransform, DataWeapon dataWeapon, IWeapon weapon) { if (!_isMuffler) { InstallationMuffler(playerTransform, dataWeapon, weapon); } else { RmoveMuffler(playerTransform, dataWeapon, weapon); } }
public Weapon(Data data, Transform playerTransform) { _audioSource = playerTransform.GetComponent <AudioSource>(); _dataWeapon = data.Weapon; _barrelPlayer = playerTransform.Find("Barrel"); _audioSource.clip = data.Weapon.OneShotAudioClip; _audioSource.volume = data.Weapon.DefaultShotVolume; _damage = data.Weapon.Damage; _shotVolume = data.Weapon.DefaultShotVolume; _viewLaserAim = data.Weapon.RedLaserAim; _playerLineRenderer = playerTransform.GetComponent <LineRenderer>(); _isWeaponLocked = data.Weapon.IsWeaponLocked; _fireCooldown = data.Weapon.FireCooldown; }
private void PickUpAndDropLaserAim(DataWeapon dataWeapon, IWeapon weapon, Material material) { //В идеале этот метод подписать на событие if (!IsExistenceLaserAim) { var aimLaser = new AimLaser(material); _modificationWeapon = new ModificationAimLaser(aimLaser, dataWeapon); _modificationWeapon.ApplyModification(weapon); IsExistenceLaserAim = true; IsAim = true; } else { _playerLineRenderer.enabled = false; _modificationWeapon.CancelModification(weapon); IsExistenceLaserAim = false; } }
public static void HandleAppearWithGun(DataCreature data, DataWeapon dataW) { dataW.sr_muzzle.color = dataW.sr_muzzle.color.SetColorAlpha(0); data.sr_creature.color = data.sr_creature.color.SetColorAlpha(0); data.sr_back.color = data.sr_back.color.SetColorAlpha(0); data.sr_shadow.color = data.sr_shadow.color.SetColorAlpha(0); var color = data.sr_creature.color; data.tw1 = DOTween.To(getter: () => color.a, setter: x => color.a = x, endValue: 1.0f, duration: 0.6f) .OnUpdate(() => data.sr_creature.color = color); color = data.sr_back.color; data.tw2 = DOTween.To(getter: () => color.a, setter: x => color.a = x, endValue: 1.0f, duration: 0.6f) .OnUpdate(() => data.sr_back.color = color); color = data.sr_shadow.color; data.tw3 = DOTween.To(getter: () => color.a, setter: x => color.a = x, endValue: 0.5f, duration: 0.6f) .OnUpdate(() => data.sr_shadow.color = color); data.tw3 = DOTween.To(getter: () => color.a, setter: x => color.a = x, endValue: 0.5f, duration: 0.6f) .OnUpdate(() => data.sr_shadow.color = color); color = dataW.sr_muzzle.color; DOTween.To(getter: () => color.a, setter: x => color.a = x, endValue: 1f, duration: 0.6f) .OnUpdate(() => dataW.sr_muzzle.color = color); }
public void ActionsOnTheLaserAim(DataWeapon dataWeapon, IWeapon weapon, Material material) { PickUpAndDropLaserAim(dataWeapon, weapon, material); }
IDataWeaponCollection IInfoProvider2.createWeaponCollection() { DataWeapon dataweapons = new DataWeapon(character); return dataweapons; }
public ModificationAimLaser(IAimLaser aimLaser, DataWeapon dataWeapon) { _aimLaser = aimLaser; _dataWeapon = dataWeapon; }