public void LoadSecondaryAmmoType(bool isSilent) { int wep16index = WeaponFire.Get16WeaponIndexFromConstIndex(weaponIndex); // Put bullets into the magazine if (WeaponAmmo.a.wepAmmoSecondary[wep16index] >= Const.a.magazinePitchCountForWeapon2[wep16index]) { currentMagazineAmount2[wep16index] = Const.a.magazinePitchCountForWeapon2[wep16index]; } else { currentMagazineAmount2[wep16index] = WeaponAmmo.a.wepAmmoSecondary[wep16index]; } // Take bullets out of the ammo stockpile WeaponAmmo.a.wepAmmoSecondary[wep16index] -= currentMagazineAmount2[wep16index]; if (!isSilent) { if (wep16index == 0 || wep16index == 3) { SFX.PlayOneShot(ReloadInStyleSFX); } else { SFX.PlayOneShot(ReloadSFX); } } // Update the counter on the HUD MFDManager.a.UpdateHUDAmmoCounts(currentMagazineAmount[wep16index]); }
public static void PlayWeaponFired(Team team, WeaponFire weapon) { switch (weapon.Weapon.Name) { case "Flashbang": PlayFlashbangThrowed(team); break; case "Smoke": PlaySmokeThrowed(team); break; case "He Grenade": PlayHeGrenadeThrowed(team); break; case "Decoy": PlayDecoyThrowed(team); break; case "Molotov": case "Incendiary": PlayMolotovThrowed(team); break; } }
// Update is called once per frame void Update() { if (!canAttack) { return; } if (isAutomated) { return; } if (inputDevice.LeftTrigger.WasPressed && !GUN_DISABLED) { StartCoroutine(AttackCooldown()); GameObject spawnedGun = SpawnWeapon(gun, false, false); WeaponFire weaponFire = spawnedGun.GetComponent <WeaponFire> (); weaponFire.playerInv = this.GetComponent <PlayerInventory> (); weaponFire.Fire(GetComponent <PlayerTeamInfo>().GetTeam()); } else if (inputDevice.Action3.WasPressed) { AudioSource.PlayClipAtPoint(swordSwingSound, Camera.main.gameObject.transform.position); StartCoroutine(AttackCooldown()); SpawnWeapon(sword, true, true); } }
void Update() { weapon = GameObject.FindObjectOfType <WeaponFire>(); int previousSelectedWeapon = selectedWeapon; if (weapon == GameObject.FindObjectOfType <RevolverFire>()) { selectedWeapon = 0; } if (weapon == GameObject.FindObjectOfType <RepeaterFire>()) { selectedWeapon = 1; } if (weapon == GameObject.FindObjectOfType <ShotgunFire>()) { selectedWeapon = 2; } if (weapon == GameObject.FindObjectOfType <BowFire>()) { selectedWeapon = 3; } if (previousSelectedWeapon != selectedWeapon) { SelectWeapon(); } if (selectedWeapon == 0) { CheckRemainingRevolverShots(); } if (selectedWeapon == 1) { CheckRemainingRepeaterShots(); } if (selectedWeapon == 2) { CheckRemainingShotgunShots(); } if (selectedWeapon == 3) { CheckRemainingBowShots(); } int sumOfBullets = weapon.bulletsInMagazine + weapon.additionalBullets; if (selectedWeapon == 3) { text.text = "" + sumOfBullets; //"Arrows: \n" + sumOfBullets; } else { text.text = weapon.bulletsInMagazine + "/" + weapon.additionalBullets; //"Bullets in the magazine: \n" + weapon.bulletsInMagazine + "/" + weapon.additionalBullets; } }
// Use this for initialization void Start() { if (!controller) controller = gameObject.GetComponentInParentRecursive<PlatformerCharacter2D>(); if (!weaponFire) weaponFire = gameObject.GetComponent<WeaponFire>(); if (!camera) mainCamera = Camera.main; if (!arm) arm = transform; _view = controller.GetComponent<PhotonView>(); }
public void SetValue() { index = WeaponFire.Get16WeaponIndexFromConstIndex(currentWeapon.weaponIndex); ener_min = Const.a.energyDrainLowForWeapon[index]; ener_max = Const.a.energyDrainHiForWeapon[index]; val = slideS.value / 100f; val = (val * (ener_max - ener_min)) + ener_min; currentWeapon.weaponEnergySetting[index] = val; }
// Used to automate swing attack for tutorial demonstration public void Swing() { StartCoroutine(AttackCooldown()); GameObject spawnedGun = SpawnWeapon(gun, false, false); WeaponFire weaponFire = spawnedGun.GetComponent <WeaponFire>(); weaponFire.playerInv = this.GetComponent <PlayerInventory> (); weaponFire.Fire(GetComponent <PlayerTeamInfo>().GetTeam()); }
public void onItemClick() { ItemDrag itemDrag = gameObject.transform.Find("ItemImage").GetComponent <ItemDrag>(); GameObject player = GameObject.Find("Player"); if (player == null) { Debug.Log("player null"); } ItemBaseClass item = itemDrag.Item; Debug.Log("CLICK" + item); Debug.Log(item.Name + " equipped"); if (item.name.Equals("Pistol")) { WeaponFire Wp = GameObject.Find("Player").GetComponentInChildren <WeaponFire>(); if (Wp == null) { Debug.Log("weapon null"); } else { Debug.Log("pistol equipped"); } Wp.rateOfFire = 0; Wp.damage = 50; Wp.weaponEquipped = true; } if (item.name.Equals("MiniGun")) { WeaponFire Wp = GameObject.Find("Player").GetComponentInChildren <WeaponFire>(); if (Wp == null) { Debug.Log("weapon null"); } else { Debug.Log("minigun equipped"); } Wp.rateOfFire = 20; Wp.damage = 5; Wp.weaponEquipped = true; } else { WeaponFire Wp = GameObject.Find("Player").GetComponentInChildren <WeaponFire>(); if (Wp == null) { Debug.Log("weapon null"); } Wp.weaponEquipped = false; } inventory.UseItem(item); // item.OnUse(); }
private void Awake() { Assert.IsNotNull(this.weaponData, "Missing asset"); Assert.IsNotNull(this.weaponEndPoint, "Missing asset"); this.pressFire = this.NewFireType(this.weaponData.PressFireType); this.holdFire = this.NewFireType(this.weaponData.HoldFireType); this.releaseFire = this.NewFireType(this.weaponData.ReleaseFireType); Assert.IsNotNull(this.pressFire, "Missing asset"); Assert.IsNotNull(this.holdFire, "Missing asset"); Assert.IsNotNull(this.releaseFire, "Missing asset"); }
void Awake() { shipP1Prefab = GameObject.FindGameObjectWithTag("ShipP1"); shipP2Prefab = GameObject.FindGameObjectWithTag("ShipP2"); _guiP1Object = transform.Find("GUIP1"); _guiP2Object = transform.Find("GUIP2"); _guiP1 = _guiP1Object.GetComponent <Text>(); _guiP2 = _guiP2Object.GetComponent <Text>(); _weaponFireP1 = shipP1Prefab.GetComponent <WeaponFire>(); _weaponFireP2 = shipP2Prefab.GetComponent <WeaponFire>(); _xpCollectionP1 = shipP1Prefab.GetComponent <XPCollection>(); _xpCollectionP2 = shipP2Prefab.GetComponent <XPCollection>(); }
public void OnWeaponFired(object sender, object e) { if (!_parser.MatchStarted) { return; } var eventArgs = (WeaponFiredEventArgs)e; var parser = (DemoParser)sender; if (NadePlaybackManager.Instance.AddNadeFrame(parser, eventArgs)) { return; } var shooter = eventArgs.Shooter; var weaponFire = new WeaponFire() { ShooterSteamID = shooter.SteamID.ToString(), Weapon = new PartialWeapon(eventArgs.Weapon), ShooterPosition = new Vector3(-shooter.Position.X, shooter.Position.Z, -shooter.Position.Y), ViewX = shooter.ViewDirectionX, ViewY = shooter.ViewDirectionY }; WeaponFireFrame frame = null; if (PlaybackManager.Instance.WeaponFiredFrames.Any()) { frame = PlaybackManager.Instance.WeaponFiredFrames.Last(); } if (frame == null || frame.Tick != parser.CurrentTick) { frame = new WeaponFireFrame() { Tick = parser.CurrentTick, WeaponFires = new List <WeaponFire>() { weaponFire } }; PlaybackManager.Instance.WeaponFiredFrames.Add(frame); } else { frame.WeaponFires.Add(weaponFire); } }
void SelectWeapon() { int i = 0; foreach (Transform weapon in transform) { if (i == selectedWeapon) { weapon.gameObject.SetActive(true); } else { weapon.gameObject.SetActive(false); } i++; } weaponScript = GameObject.FindObjectOfType <WeaponFire>(); weaponScript.SetBullet(); }
public void Reload() { int wep16index = WeaponFire.Get16WeaponIndexFromConstIndex(weaponIndex); if (weaponIsAlternateAmmo) { if (currentMagazineAmount2[wep16index] == Const.a.magazinePitchCountForWeapon2[wep16index]) { Const.sprint("Current weapon magazine already full.", owner); return; } if (WeaponAmmo.a.wepAmmoSecondary[wep16index] <= 0) { Const.sprint("No more of current ammo type to load.", owner); return; } Unload(true); LoadSecondaryAmmoType(false); } else { if (currentMagazineAmount[wep16index] == Const.a.magazinePitchCountForWeapon[wep16index]) { Const.sprint("Current weapon magazine already full.", owner); return; } if (WeaponAmmo.a.wepAmmo[wep16index] <= 0) { Const.sprint("No more of current ammo type to load.", owner); return; } Unload(true); LoadPrimaryAmmoType(false); } }
public WeaponFireGraphics CreateWeaponFireGraphics(WeaponFire weaponFire, Vector3 position, PlaybackMode playbackMode) { var weaponFireClone = Instantiate(WeaponFirePrefab); var weaponGraphics = weaponFireClone.GetComponent <WeaponFireGraphics>(); weaponGraphics.Direction = playbackMode == PlaybackMode.ThreeD ? DemoInfoHelper.ViewAnglesToVector3(weaponFire.ViewX, weaponFire.ViewY) : DemoInfoHelper.ViewAnglesToVector3(weaponFire.ViewX, 0); weaponGraphics.HasEndPoint = false; position += PlayersManager.HeadOffset; if (playbackMode == PlaybackMode.TwoD) { position.y = 0.3f; } weaponFireClone.transform.position = weaponGraphics.StartPoint = position; return(weaponGraphics); }
public void Unload(bool isSilent) { int wep16index = WeaponFire.Get16WeaponIndexFromConstIndex(weaponIndex); // Take bullets out of the clip, put them back into the ammo stockpile, then zero out the clip amount, did I say clip? I mean magazine but whatever if (weaponIsAlternateAmmo) { WeaponAmmo.a.wepAmmoSecondary[wep16index] += currentMagazineAmount2[wep16index]; currentMagazineAmount2[wep16index] = 0; } else { WeaponAmmo.a.wepAmmo[wep16index] += currentMagazineAmount[wep16index]; currentMagazineAmount[wep16index] = 0; } if (!isSilent) { SFX.PlayOneShot(ReloadSFX); } // Update the counter on the HUD MFDManager.a.UpdateHUDAmmoCounts(currentMagazineAmount[wep16index]); }
void Inventory_ItemUsed(object sender, InventoryEventArgs e) { ItemBaseClass item = e.Item; weapon.sprite = item.Image; GameObject player = GameObject.Find("Player"); WeaponFire Wp = player.GetComponent <WeaponFire>(); Debug.Log(item.Name + " equipped"); if (item.name.Equals("Pistol")) { Debug.Log("pistol equipped"); Wp.UpdateWeapon(50, 0, true); } if (item.name.Equals("MiniGun")) { Debug.Log("minigun equipped"); Wp.UpdateWeapon(5, 10, true); } else { Wp.UpdateWeapon(0, 0, false); } }
// Update is called once per frame void Update() { toPlayer = playerGO.transform.position - bodyPart.transform.position; toPlayer.y = transform.position.y; angleBetween = Vector3.Angle(bodyPart.transform.forward, toPlayer); if (Physics.Raycast(transform.position, toPlayer, out RaycastHit castHit, Mathf.Infinity, maskPlayerTerrain)) { if (castHit.collider.tag == "Player") { if (angleBetween <= maxAngle) { //for each weapon, if toPlayer.Magnitude < weaponrange, weapon.Fire() foreach (GameObject indivWeapon in tankCore.weaponParts) { if (indivWeapon != null) { indivFire = indivWeapon.GetComponent <WeaponFire>(); if (indivFire.maxRange >= toPlayer.magnitude) { indivFire.Fire(playerGO.transform.position); } } } } else { //bodyPart.transform.rotation = Quaternion.Euler( Vector3.RotateTowards(bodyPart.transform.forward, toPlayer, tankCore.turretRotateSpeed,0)); //bodyPart.transform.rotation.SetLookRotation(Vector3.RotateTowards(bodyPart.transform.rotation.eulerAngles, toPlayer, tankCore.turretRotateSpeed * Time.deltaTime, 0), bodyPart.transform.up); //bodyPart.transform.rotation = Quaternion.Euler(new Vector3(bodyPart.transform.rotation.eulerAngles.x, bodyPart.transform.rotation.eulerAngles.y + 1, bodyPart.transform.rotation.eulerAngles.z)); bodyPart.transform.rotation = Quaternion.RotateTowards(bodyPart.transform.rotation, Quaternion.LookRotation(toPlayer, Vector3.up), tankCore.turretRotateSpeed * Time.deltaTime); } } } }
// Update is called once per frame void FixedUpdate() { //Get the rb2d for the player rb2d = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); //Get the raw input for the input axis float moveHorizontal = Input.GetAxisRaw("Horizontal"); float moveVertical = Input.GetAxisRaw("Vertical"); wu = false; wd = false; wl = false; wr = false; if (moveHorizontal == 1.0) { wr = true; } if (moveHorizontal == -1.0) { wl = true; } if (moveVertical == 1.0) { wu = true; } if (moveVertical == -1.0) { wd = true; } //Get the movement vectore based on input from the player controller movement = pctrl.movement_calculator(moveHorizontal, moveVertical); //Move the player based on the player's speed/ movement vector, and time between frames. rb2d.MovePosition(rb2d.position + movement * speed * Time.fixedDeltaTime); // Shooting up if (Input.GetKey(KeyCode.UpArrow) || test_key_up) { au = true; WeaponFire weapon = GetComponent <WeaponFire>(); weapon.set_dmg(damage); weapon.set_fire_rate(fire_rate); weapon.set_range(range); weapon.set_shot_speed(shot_speed); if (weapon != null) { // false because the player is not an enemy weapon.AttackUp(); } } else { au = false; } // Shooting down if (Input.GetKey(KeyCode.DownArrow) || test_key_down) { ad = true; WeaponFire weapon = GetComponent <WeaponFire>(); weapon.set_dmg(damage); weapon.set_fire_rate(fire_rate); weapon.set_range(range); weapon.set_shot_speed(shot_speed); if (weapon != null) { // false because the player is not an enemy weapon.AttackDown(); } } else { ad = false; } // Shooting right if (Input.GetKey(KeyCode.RightArrow) || test_key_right) { ar = true; WeaponFire weapon = GetComponent <WeaponFire>(); weapon.set_dmg(damage); weapon.set_fire_rate(fire_rate); weapon.set_range(range); weapon.set_shot_speed(shot_speed); if (weapon != null) { // false because the player is not an enemy weapon.AttackRight(); } } else { ar = false; } // Shooting left if (Input.GetKey(KeyCode.LeftArrow) || test_key_left) { al = true; WeaponFire weapon = GetComponent <WeaponFire>(); weapon.set_dmg(damage); weapon.set_fire_rate(fire_rate); weapon.set_range(range); weapon.set_shot_speed(shot_speed); if (weapon != null) { // false because the player is not an enemy weapon.AttackLeft(); } } else { al = false; } //Animation controller logic //If attacking if (au || al || ar || ad) { //Set the animation bool based on attacking direction animator.SetBool("au", au); animator.SetBool("al", al); animator.SetBool("ar", ar); animator.SetBool("ad", ad); //move flags are set to false so we play attack and not move animations if attacking animator.SetBool("wl", false); animator.SetBool("wr", false); animator.SetBool("wu", false); animator.SetBool("wd", false); } //else -- not attacking else { animator.SetBool("au", au); animator.SetBool("al", al); animator.SetBool("ar", ar); animator.SetBool("ad", ad); animator.SetBool("wl", wl); animator.SetBool("wr", wr); animator.SetBool("wu", wu); animator.SetBool("wd", wd); } }
public void DrawEvent(PositionPoint positionPoint) { Type type = positionPoint.Event.GetType(); if (type == typeof(WeaponFire)) { DrawWeapon(positionPoint); WeaponFire e = (WeaponFire)positionPoint.Event; SoundService.PlayWeaponFired(positionPoint.Team, e); } else if (type == typeof(FlashbangExplodedEvent)) { DrawFlashbangExploded(positionPoint); SoundService.PlayFlashbangExploded(); } else if (type == typeof(SmokeNadeStartedEvent)) { DrawSmokeStarted(positionPoint); SoundService.PlaySmokeDetonated(); } else if (type == typeof(SmokeNadeEndedEvent)) { DrawSmokeEnded(positionPoint); } else if (type == typeof(ExplosiveNadeExplodedEvent)) { DrawExplosiveNadeExploded(positionPoint); SoundService.PlayHeExploded(); } else if (type == typeof(MolotovFireStartedEvent)) { DrawMolotovStarted(positionPoint); SoundService.PlayMolotovExploded(); } else if (type == typeof(MolotovFireEndedEvent)) { DrawMolotovEnded(positionPoint); } else if (type == typeof(KillEvent)) { DrawKill(positionPoint); SoundService.PlayPlayerKilled(positionPoint.Team); } else if (type == typeof(DecoyStartedEvent)) { DrawDecoyStarted(positionPoint); } else if (type == typeof(DecoyEndedEvent)) { DrawDecoyEnded(positionPoint); SoundService.PlayDecoyExploded(); } else if (type == typeof(BombPlantedEvent)) { DrawBombPlanted(positionPoint); SoundService.PlayBombPlanted(); } else if (type == typeof(BombExplodedEvent)) { DrawBombExploded(positionPoint); SoundService.PlayBombExploded(); } else if (type == typeof(BombDefusedEvent)) { DrawBombDefused(positionPoint); SoundService.PlayBombDefused(); } }
void Awake() { _weaponFire = GetComponent <WeaponFire>(); _playerMovement = GetComponent <PlayerMovement>(); }
void Update() { weapon = GameObject.FindObjectOfType <WeaponFire>(); //WeaponSwitching.sWeapon.WeaponFire; text.text = weapon.GetWeaponInfo(); }
public void Shoot(InputAction.CallbackContext ctx) { WeaponFire weapon = gameObject.GetComponentInChildren <WeaponFire>(); weapon.Shoot(ctx); }
//private bool isDead = false; // Use this for initialization void Start() { playerMovement = GetComponent<PlayerControl>(); playerShooting = GetComponentInChildren<WeaponFire>(); currentHealth = startingHealth; currentPower = startingPower; deathTimer = Time.deltaTime; }
private void OnWeaponFire() { WeaponFire?.Invoke(); }
//Sound // Use this for initialization void Start() { _rigidbody = GetComponent<Rigidbody2D>(); playerHealth = GetComponent<PlayerStats> (); weaponFire = GetComponentInChildren<WeaponFire> (); animator = GetComponent<Animator> (); }