Exemplo n.º 1
0
    public void ChangeLeftFireWeapon()
    {
        currentLeftFireWeaponIndex = currentLeftFireWeaponIndex + 1;

        if (currentLeftFireWeaponIndex == 0 && fireWeaponInLeftHandSlots[0] != null)
        {
            fireLeftWeapon = fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex], true);
        }
        else if (currentLeftFireWeaponIndex == 0 && fireWeaponInLeftHandSlots[0] == null)
        {
            currentLeftFireWeaponIndex = currentLeftFireWeaponIndex + 1;
        }
        else if (currentLeftFireWeaponIndex == 1 && fireWeaponInLeftHandSlots[1] != null)
        {
            fireLeftWeapon = fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex], true);
        }
        else if (currentLeftFireWeaponIndex == 1 && fireWeaponInLeftHandSlots[1] == null)
        {
            currentLeftFireWeaponIndex = currentLeftFireWeaponIndex + 1;
        }

        if (currentLeftFireWeaponIndex > fireWeaponInLeftHandSlots.Length - 1)
        {
            currentLeftFireWeaponIndex = 0;
            fireLeftWeapon             = fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInLeftHandSlots[currentLeftFireWeaponIndex], true);
        }

        isFireWeaponEquiped = true;
    }
 public void ClearFireItem()
 {
     fireWeapon   = null;
     icon.sprite  = null;
     icon.enabled = false;
     gameObject.SetActive(false);
 }
Exemplo n.º 3
0
    public void ChangeRightFireWeapon()
    {
        currentRightFireWeaponIndex = currentRightFireWeaponIndex + 1;

        if (currentRightFireWeaponIndex == 0 && fireWeaponInRightHandSlots[0] != null)
        {
            fireRightWeapon = fireWeaponInRightHandSlots[currentRightFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInRightHandSlots[0], false);
        }
        else if (currentRightFireWeaponIndex == 0 && fireWeaponInRightHandSlots[0] == null)
        {
            currentRightFireWeaponIndex = currentRightFireWeaponIndex + 1;
        }
        else if (currentRightFireWeaponIndex == 1 && fireWeaponInRightHandSlots[1] != null)
        {
            fireRightWeapon = fireWeaponInRightHandSlots[currentRightFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInRightHandSlots[currentRightFireWeaponIndex], false);
        }
        else if (currentRightFireWeaponIndex == 1 && fireWeaponInRightHandSlots[1] == null)
        {
            currentRightFireWeaponIndex = currentRightFireWeaponIndex + 1;
        }

        if (currentRightFireWeaponIndex > fireWeaponInRightHandSlots.Length - 1)
        {
            currentRightFireWeaponIndex = 0;
            fireRightWeapon             = fireWeaponInRightHandSlots[currentRightFireWeaponIndex];
            weaponSlotManager.LoadFireWeaponOnSlot(fireWeaponInRightHandSlots[currentRightFireWeaponIndex], false);
        }

        isFireWeaponEquiped = true;
        _gunSheet.EnableGunSheet(fireWeaponInRightHandSlots[currentRightFireWeaponIndex]);
    }
Exemplo n.º 4
0
 public void LoadFireWeaponOnSlot(FireWeponItem fireWeponItem, bool isLeft)
 {
     if (isLeft)                                         // si es para la izquierda
     {
         leftHandSlot.LoadFireWeapomodel(fireWeponItem); //llamamos a la funcion de la clase WeaponHolderSlot.cs para cargar
         LoadLeftWeaponDamageCollider();                 //metodo que anyade el collider al left hand
         quickSlotsUI.UpdateFireWeaponQuickSlotsUI(true, fireWeponItem);
         #region Handle Left  Weapon Idle Animations
         if (fireWeponItem != null)
         {
             animator.CrossFade(fireWeponItem.left_hand_idle, 0.2f);
         }
         else
         {
             animator.CrossFade("Left Arm emty", 0.2f);
         }
         #endregion
     }
     else                                                 //si esta en la derecha
     {
         rightHandSlot.LoadFireWeapomodel(fireWeponItem); //cargar modelo arma
         LoadRightWeaponDamageCollider();                 //metodo que anyade el collider al right hand
         quickSlotsUI.UpdateFireWeaponQuickSlotsUI(false, fireWeponItem);
         #region Handle Right Weapon Idle Animations
         if (animator != null)
         {
             animator.CrossFade(fireWeponItem.right_hand_idle, 0.2f);
         }
         else
         {
             animator.CrossFade("Right Arm emty", 0.2f);
         }
         #endregion
     }
 }
 public void ClearFireWeponItemInventorySlot() //limpiamos el slot del inventario
 {
     fireItem     = null;
     icon.sprite  = null;
     icon.enabled = false;
     gameObject.SetActive(false);
 }
Exemplo n.º 6
0
    public void LoadFireWeapomodel(FireWeponItem fireWeponItem)     //carga el arma en nustras manos
    {
        //unload  weapon and destroy
        UnloadWeaponAndDestroy();     //destruye el arma

        if (fireWeponItem == null)    //si el arma nueva es igual a null
        {
            //Unload weapon
            UnloadWeapon();     //desarmar objeto
            return;
        }

        GameObject model = Instantiate(fireWeponItem.modelPrefab) as GameObject;     //instanciar como gameObject

        if (model != null)
        {
            if (parentOverride != null)
            {
                model.transform.parent = parentOverride;
            }
            else
            {
                model.transform.parent = transform;
            }

            model.transform.localPosition = Vector3.zero;
            model.transform.localRotation = Quaternion.identity;
            model.transform.localScale    = Vector3.one;
        }

        currentWeaponModel = model;
    }
 //fire weapons methods
 public void AddFireWeponItem(FireWeponItem newItem) //add item to weapon inventory slot
 {
     //sustituimos los icons del arma nueva
     fireItem     = newItem;
     icon.sprite  = fireItem.itemIcon;
     icon.enabled = true;
     gameObject.SetActive(true);
 }
Exemplo n.º 8
0
    public void EnableGunSheet(FireWeponItem fireWeponItem)
    {
        UIcomponent.SetActive(true);

        if (fireWeponItem.itemIcon != null)
        {
            weaponIcon.sprite = fireWeponItem.itemIcon;
        }
        else
        {
            weaponIcon.sprite  = null;
            weaponIcon.enabled = true;
        }
    }
    //fire weapon item methods
    public void AddFireItem(FireWeponItem newWeapon)
    {
        fireWeapon = newWeapon;
        try
        {
            icon.sprite = fireWeapon.itemIcon;
        }
        catch (Exception ex)
        {
            Console.WriteLine(ex);
        }

        icon.enabled = true;
        gameObject.SetActive(true);
    }
Exemplo n.º 10
0
 public void UpdateFireWeaponQuickSlotsUI(bool isLeft, FireWeponItem fireWeponItem)
 {
     if (!isLeft)
     {
         if (fireWeponItem.itemIcon != null)
         {
             leftWeaponIcon.sprite  = fireWeponItem.itemIcon;
             leftWeaponIcon.enabled = true;
         }
         else
         {
             leftWeaponIcon.sprite  = null;
             leftWeaponIcon.enabled = true;
         }
     }
 }