예제 #1
0
    void RpcControlAnimator(int targetHand, Pose newPose, Defs.WeaponType weapon)
    {
        //Pose
        pose = newPose;

        //Reset All Bools
        foreach (AnimatorControllerParameter parameter in anim.parameters)
        {
            if (parameter.type == AnimatorControllerParameterType.Bool)
            {
                anim.SetBool(parameter.name, false);
            }
        }

        //Set Target Bool
        string hand;

        if (targetHand == 0)
        {
            hand = "Right";
        }
        else
        {
            hand = "Left";
        }

        anim.SetBool(hand + newPose.ToString() + weapon.ToString(), true);
    }
예제 #2
0
    //Weapon - Projectile
    public Item(int id,
                string title,
                Sprite image,
                Defs.ItemCategory category,
                int stackLimit,
                float weight,
                Defs.WeaponType weaponType,
                GameObject weaponObject,
                AudioClip[] windupSound,
                AudioClip[] releaseSound,
                AudioClip[] hitSound,
                AudioClip[] flightSound,
                Effector costEffector,
                Effector selfEffector,
                Effector selfOnHitEffector,
                Effector targetEffector,
                float windupTime,
                float strikeTime,
                float recoveryTime,
                GameObject projectileObject,
                float range,
                float speed,
                int targetLimit)
    {
        //Required
        this.ID         = id;
        this.Title      = title;
        this.Image      = image;
        this.Category   = category;
        this.StackLimit = stackLimit;
        this.Weight     = weight;

        //Effectors
        this.CostEffector      = costEffector;
        this.SelfEffector      = selfEffector;
        this.SelfOnHitEffector = selfOnHitEffector;
        this.TargetEffector    = targetEffector;

        //Weapon Specific
        this.WeaponType   = weaponType;
        this.WeaponObject = weaponObject;
        //General
        this.WindupSound  = windupSound;
        this.StrikeSound  = releaseSound;
        this.HitSound     = hitSound;
        this.WindupTime   = windupTime;
        this.StrikeTime   = strikeTime;
        this.RecoveryTime = recoveryTime;
        //Projectile
        this.ProjectileObject = projectileObject;
        this.FlightSound      = flightSound;
        this.Range            = range;
        this.Speed            = speed;
        this.TargetLimit      = targetLimit;
    }
예제 #3
0
    //Weapon - Shield
    public Item(int id,
                string title,
                Sprite image,
                Defs.ItemCategory category,
                int stackLimit,
                float weight,
                Defs.WeaponType weaponType,
                GameObject weaponObject,
                AudioClip[] windupSound,
                AudioClip[] strikeSound,
                Effector costEffector,
                Effector selfEffector,
                Effector selfOnHitEffector,
                Effector targetEffector,
                float windupTime,
                float strikeTime,
                float recoveryTime,
                AudioClip[] blockSound,
                int blockAngle)
    {
        //Required
        this.ID         = id;
        this.Title      = title;
        this.Image      = image;
        this.Category   = category;
        this.StackLimit = stackLimit;
        this.Weight     = weight;

        //Effectors
        this.CostEffector      = costEffector;
        this.SelfEffector      = selfEffector;
        this.SelfOnHitEffector = selfOnHitEffector;
        this.TargetEffector    = targetEffector;

        //Weapon Specific
        this.WeaponType   = weaponType;
        this.WeaponObject = weaponObject;
        //General
        this.WindupSound  = windupSound;
        this.StrikeSound  = strikeSound;
        this.WindupTime   = windupTime;
        this.StrikeTime   = strikeTime;
        this.RecoveryTime = recoveryTime;
        //Shield
        this.BlockSound = blockSound;
        this.BlockAngle = blockAngle;
    }