private void SetupDualWieldItem(WeaponItemRuntime item) { //Place Weapon In Left Hand item.transform.SetParent(playerLeftHand); item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.identity; //Get Ranged Component To Setup Left Hand Pivot WeaponItemRuntimeRanged leftHandRangedComponent = item as WeaponItemRuntimeRanged; leftHandRangedComponent.pivot.localPosition = leftHandRangedComponent.rangedData.leftHandPivotPosition; leftHandRangedComponent.pivot.localRotation = Quaternion.Euler(leftHandRangedComponent.rangedData.leftHandPivotRotation); leftHandRangedComponent.PickupWeaponPlayer(); WeaponItemRuntimeRanged rightHandRangedComponent = inventoryWeapons[currentWeaponInList] as WeaponItemRuntimeRanged; //Add Dual Wield Component To It WeaponItemRuntimeRangedDualWielded dualWieldComponent = item.gameObject.AddComponent <WeaponItemRuntimeRangedDualWielded>(); WeaponItemRanged_DualWielded dualData = leftHandRangedComponent.rangedData.dualWieldParentData; dualWieldComponent.SetupDualWield(dualData, leftHandRangedComponent, rightHandRangedComponent); //Swap Inventory To The Dual Wield Component inventoryWeapons[currentWeaponInList] = dualWieldComponent; currentWeaponItem = dualData; currentWeaponItemRuntime = dualWieldComponent; weaponController.OnWeaponEquipped(currentWeaponItemRuntime); }
private void SpawnDualWieldItem(WeaponItemRanged_DualWielded item) { //Spawn Right Hand Weapon GameObject rightHandGeo = Instantiate(item.weaponPrefab, playerRightHand); rightHandGeo.transform.localPosition = Vector3.zero; rightHandGeo.transform.localRotation = Quaternion.identity; WeaponItemRuntimeRanged rightHandRangedComponent = rightHandGeo.GetComponent <WeaponItemRuntimeRanged>(); rightHandRangedComponent.FreshSpawnWeapon(); rightHandRangedComponent.PickupWeaponPlayer(); rightHandRangedComponent.Init(); rightHandGeo.SetActive(false); //Spawn Left Hand Weapon GameObject leftHandGeo = Instantiate(item.weaponPrefab, playerLeftHand); leftHandGeo.transform.localPosition = Vector3.zero; leftHandGeo.transform.localRotation = Quaternion.identity; WeaponItemRuntimeRanged leftHandRangedComponent = leftHandGeo.GetComponent <WeaponItemRuntimeRanged>(); leftHandRangedComponent.FreshSpawnWeapon(); leftHandRangedComponent.PickupWeaponPlayer(); leftHandRangedComponent.Init(); leftHandRangedComponent.pivot.localPosition = leftHandRangedComponent.rangedData.leftHandPivotPosition; leftHandRangedComponent.pivot.localRotation = Quaternion.Euler(leftHandRangedComponent.rangedData.leftHandPivotRotation); leftHandGeo.SetActive(false); //Setup Dual Wield Component WeaponItemRuntimeRangedDualWielded dualWieldComponent = leftHandGeo.AddComponent <WeaponItemRuntimeRangedDualWielded>(); WeaponItemRanged_DualWielded dualData = leftHandRangedComponent.rangedData.dualWieldParentData; dualWieldComponent.SetupDualWield(dualData, leftHandRangedComponent, rightHandRangedComponent); inventoryWeapons.Add(dualWieldComponent); }
void EquipWeaponExistingInInventory(WeaponItemRuntime weapon) { currentWeaponItemRuntime = weapon; currentWeaponItem = weapon.weaponItemData; WeaponItemRuntimeRangedDualWielded dualWield = weapon as WeaponItemRuntimeRangedDualWielded; if (dualWield == null) { weapon.gameObject.SetActive(true); } else { dualWield.OnWeaponEquipped(); } weaponController.OnWeaponEquipped(currentWeaponItemRuntime); }
public void ChangeCurrentInHandWeapon(WeaponItemRuntime itemRuntime) { DisableInHandWeapon(); currentWeaponItemRuntime = itemRuntime; currentWeaponItem = itemRuntime.weaponItemData; WeaponItemRuntimeRangedDualWielded dualWield = itemRuntime as WeaponItemRuntimeRangedDualWielded; if (dualWield == null) { itemRuntime.gameObject.SetActive(true); } else { dualWield.OnWeaponEquipped(); } weaponController.OnWeaponEquipped(currentWeaponItemRuntime); }
public void DropWeaponToGround(bool throwWeaponForce, WeaponItemRuntime weaponToDrop) { bool isDualWielded = false; if (weaponToDrop.weaponItemData.weaponType == WeaponType.RANGED) { WeaponItemRuntimeRanged rangedComponent = weaponToDrop as WeaponItemRuntimeRanged; if (rangedComponent.isDualWielded == true) { isDualWielded = true; } } if (isDualWielded == false) { if (throwWeaponForce) { WorldInteractionEvent_PickupWeaponRuntime pickupWeaponInteraction = WeaponStaticUtils.DropWeaponToGround(weaponToDrop, worldInteractionParentGroup, searcherController.controllerData.worldInteractionPrefab); currentWeaponItemRuntime.OnDropWeaponToGround(); WeaponStaticUtils.ThrowWeaponWithForce(pickupWeaponInteraction, weaponToDrop.weaponItemData.throwDistanceForce, transform.forward); } } else { WeaponItemRuntimeRangedDualWielded dualWieldComponent = weaponToDrop as WeaponItemRuntimeRangedDualWielded; dualWieldComponent.DestroyDualWield(); } inventoryWeapons.Remove(weaponToDrop); currentWeaponItemRuntime = null; currentWeaponItem = null; if (playerHealthController.isDead == false) { WeaponToggle(); } }