protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("Flags", true, out subEle); subEle.Value = Flags.ToString(); ele.TryPathTo("FireRate", true, out subEle); subEle.Value = FireRate.ToString(); ele.TryPathTo("FireCount", true, out subEle); subEle.Value = FireCount.ToString(); ele.TryPathTo("NumberOfBursts", true, out subEle); subEle.Value = NumberOfBursts.ToString(); ele.TryPathTo("ShotsPerVolley/Min", true, out subEle); subEle.Value = ShotsPerVolleyMin.ToString(); ele.TryPathTo("ShotsPerVolley/Max", true, out subEle); subEle.Value = ShotsPerVolleyMax.ToString(); ele.TryPathTo("PauseBetweenVolleys/Min", true, out subEle); subEle.Value = PauseBetweenVolleysMin.ToString("G15"); ele.TryPathTo("PauseBetweenVolleys/Max", true, out subEle); subEle.Value = PauseBetweenVolleysMax.ToString("G15"); WriteUnusedXML(ele, master); }
public override void Update(float delta) { if (!FireRate.IsStopped()) { return; } FireRate.Start(); Weapon.Shoot(); }
// Bei Kontakt mit PowerUp wird die entsprechende Funktion aufgerufen void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.GetComponent <PowerUpObject>()) { SoundManager.instance.PlayEffect(5); FireRate powerUpFireRate = collider.gameObject.GetComponent <FireRate>(); Health powerUpHealth = collider.gameObject.GetComponent <Health>(); Assistant powerUpAssistant = collider.gameObject.GetComponent <Assistant>(); Points powerUpPoints = collider.gameObject.GetComponent <Points>(); #if UNITY_STANDALONE Speed powerUpSpeed = collider.gameObject.GetComponent <Speed>(); if (powerUpSpeed) { powerUpSpeed.AddSpeed(pMovement); powerUpSpeed.gameObject.SetActive(false); } #endif if (powerUpFireRate) { powerUpFireRate.AddFireRate(pWeapon); powerUpFireRate.AddFireRate(aWeapon); powerUpFireRate.AddFireRate(aWeapon2); powerUpFireRate.gameObject.SetActive(false); } else if (powerUpHealth) { powerUpHealth.AddHealth(pBHealth); powerUpHealth.gameObject.SetActive(false); } else if (powerUpPoints) { powerUpPoints.AddPoints(); powerUpPoints.gameObject.SetActive(false); } else if (powerUpAssistant) { assistantCount = powerUpAssistant.AddAssistantCount(assistantCount); powerUpAssistant.gameObject.SetActive(false); if (assistantCount == 3) { assistant.SetActive(true); } else if (assistantCount == 5) { assistant2.SetActive(true); } } } }
public bool SwitchFireRate() { if (!varibableFireRate) { return(false); } if (fireRate == FireRate.Semi) { fireRate = FireRate.Auto; } else if (fireRate == FireRate.Auto) { fireRate = FireRate.Semi; } return(true); }
public Gun(Game game, Player player, FireRate fireRate) : base(game) { this.player = player; FireRate = fireRate; }
protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("AnimationType", true, out subEle); subEle.Value = AnimationType.ToString(); ele.TryPathTo("AnimationMultiplier", true, out subEle); subEle.Value = AnimationMultiplier.ToString("G15"); ele.TryPathTo("Reach", true, out subEle); subEle.Value = Reach.ToString("G15"); ele.TryPathTo("Flags1", true, out subEle); subEle.Value = Flags1.ToString(); ele.TryPathTo("GripAnimation", true, out subEle); subEle.Value = GripAnimation.ToString(); ele.TryPathTo("AmmoUse", true, out subEle); subEle.Value = AmmoUse.ToString(); ele.TryPathTo("ReloadAnimation", true, out subEle); subEle.Value = ReloadAnimation.ToString(); ele.TryPathTo("MinSpread", true, out subEle); subEle.Value = MinSpread.ToString("G15"); ele.TryPathTo("Spread", true, out subEle); subEle.Value = Spread.ToString("G15"); ele.TryPathTo("Unknown", true, out subEle); subEle.Value = Unknown.ToHex(); ele.TryPathTo("SightFOV", true, out subEle); subEle.Value = SightFOV.ToString("G15"); ele.TryPathTo("Unknown2", true, out subEle); subEle.Value = Unknown2.ToString("G15"); ele.TryPathTo("Projectile", true, out subEle); Projectile.WriteXML(subEle, master); ele.TryPathTo("BaseVATSToHitChance", true, out subEle); subEle.Value = BaseVATSToHitChance.ToString(); ele.TryPathTo("AttackAnimation", true, out subEle); subEle.Value = AttackAnimation.ToString(); ele.TryPathTo("ProjectileCount", true, out subEle); subEle.Value = ProjectileCount.ToString(); ele.TryPathTo("EmbeddedWeaponActorValue", true, out subEle); subEle.Value = EmbeddedWeaponActorValue.ToString(); ele.TryPathTo("Range/Min", true, out subEle); subEle.Value = MinRange.ToString("G15"); ele.TryPathTo("Range/Max", true, out subEle); subEle.Value = MaxRange.ToString("G15"); ele.TryPathTo("LimbKillBehavior", true, out subEle); subEle.Value = LimbKillBehavior.ToString(); ele.TryPathTo("Flags2", true, out subEle); subEle.Value = Flags2.ToString(); ele.TryPathTo("AttackAnimationMultiplier", true, out subEle); subEle.Value = AttackAnimationMultiplier.ToString("G15"); ele.TryPathTo("FireRate", true, out subEle); subEle.Value = FireRate.ToString("G15"); ele.TryPathTo("ActionPointCost", true, out subEle); subEle.Value = ActionPointCost.ToString("G15"); ele.TryPathTo("Rumble/LeftMotorStrength", true, out subEle); subEle.Value = RumbleLeftMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/RightMotorStrength", true, out subEle); subEle.Value = RumbleRightMotorStrength.ToString("G15"); ele.TryPathTo("Rumble/Duration", true, out subEle); subEle.Value = RumbleDuration.ToString("G15"); ele.TryPathTo("DamageToWeaponMult", true, out subEle); subEle.Value = DamageToWeaponMult.ToString("G15"); ele.TryPathTo("AttackShotsPerSecond", true, out subEle); subEle.Value = AttackShotsPerSecond.ToString("G15"); ele.TryPathTo("ReloadTime", true, out subEle); subEle.Value = ReloadTime.ToString("G15"); ele.TryPathTo("JamTime", true, out subEle); subEle.Value = JamTime.ToString("G15"); ele.TryPathTo("AimArc", true, out subEle); subEle.Value = AimArc.ToString("G15"); ele.TryPathTo("Skill", true, out subEle); subEle.Value = Skill.ToString(); ele.TryPathTo("Rumble/Pattern", true, out subEle); subEle.Value = RumblePattern.ToString(); ele.TryPathTo("Rumble/Wavelength", true, out subEle); subEle.Value = RumbleWavelength.ToString("G15"); ele.TryPathTo("LimbDamageMult", true, out subEle); subEle.Value = LimbDamageMult.ToString("G15"); ele.TryPathTo("ResistanceType", true, out subEle); subEle.Value = ResistanceType.ToString(); ele.TryPathTo("SightUsage", true, out subEle); subEle.Value = SightUsage.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Min", true, out subEle); subEle.Value = SemiAutomaticFireDelayMin.ToString("G15"); ele.TryPathTo("SemiAutomaticFireDelay/Max", true, out subEle); subEle.Value = SemiAutomaticFireDelayMax.ToString("G15"); ele.TryPathTo("Unknown3", true, out subEle); subEle.Value = Unknown3.ToString("G15"); ele.TryPathTo("Mods/Mod1/Effect", true, out subEle); subEle.Value = Mod1Effect.ToString(); ele.TryPathTo("Mods/Mod2/Effect", true, out subEle); subEle.Value = Mod2Effect.ToString(); ele.TryPathTo("Mods/Mod3/Effect", true, out subEle); subEle.Value = Mod3Effect.ToString(); ele.TryPathTo("Mods/Mod1/ValueA", true, out subEle); subEle.Value = Mod1ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueA", true, out subEle); subEle.Value = Mod2ValueA.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueA", true, out subEle); subEle.Value = Mod3ValueA.ToString("G15"); ele.TryPathTo("PowerAttackAnimation", true, out subEle); subEle.Value = PowerAttackAnimation.ToString(); ele.TryPathTo("StrengthRequirement", true, out subEle); subEle.Value = StrengthRequirement.ToString(); ele.TryPathTo("Unknown4", true, out subEle); subEle.Value = Unknown4.ToString(); ele.TryPathTo("Mods/Mod1/ReloadAnimation", true, out subEle); subEle.Value = Mod1ReloadAnimation.ToString(); ele.TryPathTo("Unknown5", true, out subEle); subEle.Value = Unknown5.ToHex(); ele.TryPathTo("AmmoRegenRate", true, out subEle); subEle.Value = AmmoRegenRate.ToString("G15"); ele.TryPathTo("KillImpulse", true, out subEle); subEle.Value = KillImpulse.ToString("G15"); ele.TryPathTo("Mods/Mod1/ValueB", true, out subEle); subEle.Value = Mod1ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod2/ValueB", true, out subEle); subEle.Value = Mod2ValueB.ToString("G15"); ele.TryPathTo("Mods/Mod3/ValueB", true, out subEle); subEle.Value = Mod3ValueB.ToString("G15"); ele.TryPathTo("ImpulseDistance", true, out subEle); subEle.Value = ImpulseDistance.ToString("G15"); ele.TryPathTo("SkillRequirement", true, out subEle); subEle.Value = SkillRequirement.ToString(); }