예제 #1
0
 void Start()
 {
     if (gameObject.name == "Build Point")
     {
         Instantiate(middleChoice, gameObject.transform.position, Quaternion.identity);
     }
     else
     {
         WeaponFSM weaponFSM = gameObject.GetComponent <WeaponFSM>();
         setVals(weaponFSM.range, weaponFSM.cost);
     }
 }
예제 #2
0
        private float fireRateEndCheckRatio = 0.75f;         // At what percent of time do we check for end fire transitions

        #endregion

        // Use this for initialization
        public virtual void Start()
        {
            tag = "Weapon";

            // Initialize our state machine
            primaryFireFSM = new WeaponFSM("FSM_PRIMARYFIRE", this);

            // CJS - Logging player activity only now.
            // Useful for displaying only one FSM's state.

            /*#if UNITY_EDITOR
             *      if (weaponOwner && weaponOwner.CompareTag("Player"))
             *      primaryFireFSM.LogThis = true;
             #endif*/

            // Start the first idling
            primaryFireFSM.Start(EWeaponState.IDLE);

            // Initialize our audio components
            if (!BaseAudioProperties.FireNoiseSource)
            {
                BaseAudioProperties.FireNoiseSource = gameObject.AddComponent <AudioSource>();
            }
        }
예제 #3
0
 public CooldownState(WeaponFSM parent, EWeaponState ID, string prettyID, BaseWeapon weapon) : base(parent, ID, prettyID, weapon)
 {
 }