Пример #1
0
 public void GrabEnd(CustomHand hand)
 {
     if (typeReload == TypeReload.Slider)
     {
         enabled     = true;
         returnSpeed = 0;
         returnStart = ReloadObject.localPosition.z;
     }
     if (typeReload == TypeReload.LeverAction)
     {
         enabled = true;
     }
     if (typeReload == TypeReload.Revolver)
     {
         if (reloadFinish)
         {
             BulletOn.Invoke();
             ReloadObject.GetChild(0).localEulerAngles = new Vector3(0, 0, revolverBulletID * 360 / magazineRevolver.capacity);
         }
         if (HummerRevolver)
         {
             HummerRevolver.localEulerAngles = new Vector3(ClampPosition.x, 0);
         }
     }
     DettachHand(hand);
 }
Пример #2
0
    void FixedUpdate()
    {
        if (typeReload == TypeReload.Slider && returnAddSpeed > 0 || knockback > 0)
        {
            if (reloadHalf || handDrop)
            {
                if (!noReturn)
                {
                    returnSpeed   += returnAddSpeed * Time.deltaTime;
                    PositionReload = Mathf.MoveTowards(returnStart, ClampPosition.y, returnSpeed * Time.deltaTime);
                }
                else
                {
                    enabled = false;
                }
                if (PositionReload >= ClampPosition.y)
                {
                    enabled = false;
                    if (!reloadEnd && reloadHalf)
                    {
                        handDrop   = false;
                        reloadEnd  = true;
                        reloadHalf = false;
                        BulletOn.Invoke();
                        clampReloadEnd.Invoke();
                        returnSpeed = 0;
                    }
                }
            }
            else                //reloadEnd
            {
                PositionReload = Mathf.MoveTowards(PositionReload, ClampPosition.x, knockback * Time.deltaTime);
                if (PositionReload <= ClampPosition.x)
                {
                    reloadHalf = true;
                    reloadEnd  = false;
                    BulletOff.Invoke();
                    clampReloadHalf.Invoke();
                    reloadFinish = ReloadObject.localPosition.z >= ClampPosition.y;
                    if (slideCatch)
                    {
                        if (!trigger.primitiveWeapon.attachMagazine || (trigger.primitiveWeapon.attachMagazine && trigger.primitiveWeapon.attachMagazine.ammo == 0))
                        {
                            noReturn = true;
                        }
                    }
                }
            }
            if (reloadLikeAR)
            {
                if (PositionReload > ReloadObject.localPosition.z)
                {
                    ReloadObject.localPosition = Vector3.forward * PositionReload;
                }
            }
            else
            {
                ReloadObject.localPosition = Vector3.forward * PositionReload;
            }
            if (Zatvor)
            {
                Zatvor.localPosition = Vector3.forward * PositionReload;
            }

            reloadFinish = PositionReload >= ClampPosition.y;
            if (reloadFinish)
            {
                handDrop = false;
            }
            if (ReloadObject.localPosition.z == ClampPosition.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (ReloadObject.localPosition.z == ClampPosition.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
        }

        if (typeReload == TypeReload.Cracking && PointSwingReload)
        {
            if (!reloadFinish && tempAngle > ClampAngle.x && !leftHand && !rightHand)
            {
                tempAngle -= returnAddSpeed * Time.deltaTime;
            }
            if (Vector3.Angle(Velosity, transform.parent.TransformDirection(localDirSwing)) < MaxAngleDir)
            {
                float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeed * Time.deltaTime, 0, float.MaxValue) * returnSpeedMultiply;
                tempAngle += tempSwingReload * Time.deltaTime;
                if (!reloadHalf && tempAngle < ClampAngle.x)
                {
                    reloadHalf = true;
                    reloadEnd  = false;
                    BulletOff.Invoke();
                    clampReloadHalf.Invoke();
                    reloadFinish = false;
                }
                if (!reloadEnd && reloadHalf && tempAngle >= ClampAngle.y)
                {
                    reloadEnd    = true;
                    reloadFinish = true;
                    reloadHalf   = false;
                    clampReloadEnd.Invoke();
                    BulletOn.Invoke();
                    enabled = false;
                }
            }
            tempAngle = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);
            ReloadObject.localEulerAngles = new Vector3(-tempAngle, 0, 0);
            speedSwing    = (PointSwingReload.position - oldPosSwing);
            Velosity      = (speedSwing - oldSpeedSwing) / Time.deltaTime;
            oldSpeedSwing = speedSwing;
            oldPosSwing   = PointSwingReload.position;

            if (grabColliderObject != null && reloadColliderObject != null && grabColliderObject.Length == reloadColliderObject.Length)
            {
                for (int i = 0; i < grabColliderObject.Length; i++)
                {
                    grabColliderObject [i].SetPositionAndRotation(reloadColliderObject [i].position, reloadColliderObject [i].rotation);
                }
            }
            if (tempAngle == ClampAngle.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (tempAngle == ClampAngle.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
        }

        if (typeReload == TypeReload.LeverAction)
        {
            tempAngle = Mathf.MoveTowards(tempAngle, ClampAngle.y, returnAddSpeed * Time.deltaTime);
            if (!reloadEnd && reloadHalf && tempAngle >= ClampAngle.y)
            {
                reloadEnd    = true;
                reloadFinish = true;
                reloadHalf   = false;
                BulletOn.Invoke();
                clampReloadEnd.Invoke();
            }
            reloadFinish = tempAngle >= ClampAngle.y;
            if (reloadFinish)
            {
                enabled = false;
            }
            tempAngle = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);
            ReloadObject.localEulerAngles = new Vector3(tempAngle, 0, 0);
            if (tempAngle == ClampAngle.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
        }

        if (typeReload == TypeReload.Revolver && PointSwingReload)
        {
            ReloadObject.localEulerAngles = new Vector3(0, 0, tempAngle);

            if (tempAngle < ClampAngle.y && !leftHand && !rightHand & !reloadFinish)
            {
                tempAngle += returnAddSpeed * Time.deltaTime;
            }
            if (Vector3.Angle(Velosity, transform.parent.TransformDirection(localDirSwing)) < MaxAngleDir)
            {
                float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeed * Time.deltaTime, 0, float.MaxValue) * returnSpeedMultiply;
                tempAngle -= tempSwingReload * Time.deltaTime;
            }
            if (!reloadFinish && Vector3.Angle(Velosity, transform.parent.TransformDirection(bulletOffSwingDir)) < MaxAngleDir)              //вылет патронов с магазина
            {
                float tempSwingReload = Mathf.Clamp(Velosity.magnitude - substractSpeedBullet * Time.deltaTime, 0, float.MaxValue) * returnSpeedMultiplyBullet;
                if (tempSwingReload > 0)
                {
                    BulletOff.Invoke();
                }
            }
            if (reloadEnd && !reloadHalf && tempAngle >= ClampAngle.y)
            {
                reloadHalf = true;
                reloadEnd  = false;
                clampReloadHalf.Invoke();
            }
            if (!reloadEnd && reloadHalf && tempAngle <= ClampAngle.x)
            {
                reloadEnd    = true;
                reloadFinish = true;
                reloadHalf   = false;
                clampReloadEnd.Invoke();
            }

            tempAngle = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);

            speedSwing    = PointSwingReload.position - oldPosSwing;
            Velosity      = (speedSwing - oldSpeedSwing) / Time.deltaTime;
            oldSpeedSwing = speedSwing;
            oldPosSwing   = PointSwingReload.position;
        }
    }
Пример #3
0
    public void GrabUpdate(CustomHand hand)
    {
        Vector3 localHand = Vector3.zero;

        switch (typeReload)
        {
        case TypeReload.Slider:
            ReloadObject.transform.position = hand.pivotPoser.position;

            if (!reloadHalf && ReloadObject.localPosition.z < ClampPosition.x)
            {
                reloadHalf = true;
                reloadEnd  = false;
                BulletOff.Invoke();
                clampReloadHalf.Invoke();
            }
            handDrop = true;
            noReturn = false;
            if (!reloadEnd && reloadHalf && ReloadObject.localPosition.z > ClampPosition.y)
            {
                reloadEnd  = true;
                reloadHalf = false;
                BulletOn.Invoke();
                clampReloadEnd.Invoke();
            }

            reloadFinish = ReloadObject.localPosition.z >= ClampPosition.y;
            ReloadObject.localPosition = new Vector3(0, 0, Mathf.Clamp(ReloadObject.transform.localPosition.z, ClampPosition.x, ClampPosition.y));
            if (Zatvor)
            {
                Zatvor.localPosition = ReloadObject.localPosition;
            }

            if (typeHandGrabRotation != TypeHandGrabRotation.freeze)
            {
                if (typeHandGrabRotation == TypeHandGrabRotation.horizontal)
                {
                    grabPoints [0].transform.rotation = Quaternion.LookRotation(-grabPoints [0].transform.parent.right, hand.pivotPoser.up);
                }
                else
                {
                    if (typeHandGrabRotation == TypeHandGrabRotation.vertical)
                    {
                        grabPoints [0].transform.rotation = Quaternion.LookRotation(grabPoints [0].transform.parent.up, hand.pivotPoser.up);
                    }
                    else
                    {
                        grabPoints [0].transform.rotation = hand.pivotPoser.rotation;
                    }
                }
            }
            if (ReloadObject.localPosition.z == ClampPosition.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (ReloadObject.localPosition.z == ClampPosition.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
            PositionReload = ReloadObject.localPosition.z;
            break;

        case TypeReload.Cracking:
            localHand = transform.InverseTransformPoint(hand.pivotPoser.position);
            tempAngle = -Vector2.SignedAngle(new Vector2(localHand.z, localHand.y), Vector2.right);

            if (!reloadHalf && tempAngle < ClampAngle.x)
            {
                reloadHalf = true;
                reloadEnd  = false;
                BulletOff.Invoke();
                clampReloadHalf.Invoke();
                reloadFinish = false;
            }
            if (!reloadEnd && reloadHalf && tempAngle > ClampAngle.y)
            {
                reloadEnd    = true;
                reloadFinish = true;
                reloadHalf   = false;
                BulletOn.Invoke();
                clampReloadEnd.Invoke();
            }
            reloadFinish = tempAngle >= ClampAngle.y;
            tempAngle    = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);
            ReloadObject.localEulerAngles = new Vector3(0, 0, tempAngle);
            enabled = true;

            //для дробовика с разломаным стволом фикс
            if (grabColliderObject != null && reloadColliderObject != null && grabColliderObject.Length == reloadColliderObject.Length)
            {
                for (int i = 0; i < grabColliderObject.Length; i++)
                {
                    grabColliderObject [i].SetPositionAndRotation(reloadColliderObject [i].position, reloadColliderObject [i].rotation);
                }
            }
            if (tempAngle == ClampAngle.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (tempAngle == ClampAngle.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
            break;

        case TypeReload.LeverAction:
            localHand       = transform.InverseTransformPoint(hand.pivotPoser.position);
            tempAngle       = Vector2.SignedAngle(new Vector2(localHand.z, localHand.y), Vector2.left);
            ClampPosition.x = tempAngle;
            if (!reloadHalf && tempAngle < ClampAngle.x)
            {
                reloadHalf = true;
                reloadEnd  = false;
                BulletOff.Invoke();
                clampReloadHalf.Invoke();
            }
            if (!reloadEnd && reloadHalf && tempAngle > ClampAngle.y)
            {
                reloadEnd    = true;
                reloadFinish = true;
                reloadHalf   = false;
                BulletOn.Invoke();
                clampReloadEnd.Invoke();
            }
            reloadFinish = tempAngle >= ClampAngle.y;
            tempAngle    = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);

            ReloadObject.localEulerAngles = new Vector3(Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y), 0, 0);
            enabled = true;
            if (tempAngle == ClampAngle.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (tempAngle == ClampAngle.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
            break;

        case TypeReload.BoltAction:
            ReloadObject.position = hand.pivotPoser.position;
            ReloadObject.rotation = Quaternion.LookRotation(transform.forward, hand.pivotPoser.position - transform.position);
            if (boltSlideTrue)
            {
                if (Vector3.SignedAngle(transform.up, ReloadObject.up, transform.forward) < ClampAngle.x)
                {
                    ReloadObject.localEulerAngles = new Vector3(0, 0, ClampAngle.x);
                    if (!reloadEnd && reloadHalf)
                    {
                        reloadEnd    = true;
                        reloadFinish = true;
                        reloadHalf   = false;
                        BulletOn.Invoke();
                        clampReloadEnd.Invoke();
                    }
                }
                if (Vector3.SignedAngle(transform.up, ReloadObject.up, transform.forward) > ClampAngle.y)
                {
                    ReloadObject.localEulerAngles = new Vector3(0, 0, ClampAngle.y);
                    if (!boltAngleTrue)
                    {
                        boltAngle.Invoke();
                    }
                    boltAngleTrue = true;
                }
                else
                {
                    boltAngleTrue = false;
                }

                ReloadObject.localEulerAngles = new Vector3(0, 0, Mathf.Clamp(Vector3.SignedAngle(transform.up, ReloadObject.up, transform.forward), ClampAngle.x, ClampAngle.y));
            }
            else
            {
                ReloadObject.localEulerAngles = new Vector3(0, 0, ClampAngle.y);
            }

            if (boltAngleTrue)
            {
                if (ReloadObject.localPosition.z < ClampPosition.x)
                {
                    if (!reloadHalf)
                    {
                        reloadHalf = true;
                        reloadEnd  = false;
                        BulletOff.Invoke();
                        clampReloadHalf.Invoke();
                    }
                }

                if (ReloadObject.localPosition.z > ClampPosition.y)
                {
                    if (!boltSlideTrue)
                    {
                        boltPosition.Invoke();
                    }
                    boltSlideTrue = true;
                }
                else
                {
                    boltSlideTrue = false;
                }
                ReloadObject.localPosition = new Vector3(0, 0, Mathf.Clamp(ReloadObject.transform.localPosition.z, ClampPosition.x, ClampPosition.y));
            }
            else
            {
                ReloadObject.localPosition = new Vector3(0, 0, ClampPosition.y);
            }

            reloadFinish = Vector3.SignedAngle(transform.up, ReloadObject.up, transform.forward) <= ClampAngle.x;
            if (ReloadObject.localPosition.z == ClampPosition.x)
            {
                if (!clampXCheck)
                {
                    clampX.Invoke();
                    clampXCheck = true;
                }
            }
            else
            {
                clampXCheck = false;
            }
            if (ReloadObject.localPosition.z == ClampPosition.y)
            {
                if (!clampYCheck)
                {
                    clampY.Invoke();
                    clampYCheck = true;
                }
            }
            else
            {
                clampYCheck = false;
            }
            break;

        case TypeReload.Revolver:
            localHand = transform.InverseTransformPoint(hand.pivotPoser.position);
            tempAngle = -Vector2.SignedAngle(new Vector2(localHand.x, localHand.y), Vector2.up);
            if (reloadEnd && !reloadHalf && tempAngle >= ClampAngle.y)
            {
                reloadHalf = true;
                reloadEnd  = false;
                clampReloadHalf.Invoke();
//				BulletOff.Invoke ();
            }
            if (!reloadEnd && reloadHalf && tempAngle <= ClampAngle.x)
            {
                reloadEnd    = true;
                reloadFinish = true;
                reloadHalf   = false;
                clampReloadEnd.Invoke();
            }
            enabled      = true;
            reloadFinish = tempAngle <= ClampAngle.x;
            tempAngle    = Mathf.Clamp(tempAngle, ClampAngle.x, ClampAngle.y);
            ReloadObject.localEulerAngles          = new Vector3(0, 0, tempAngle);
            ReloadObject.GetChild(0).rotation      = Quaternion.LookRotation(ReloadObject.forward, hand.pivotPoser.TransformDirection(revolverDrumDirection));
            GetMyGrabPoserTransform(hand).rotation = Quaternion.LookRotation(ReloadObject.forward, hand.pivotPoser.up);

            break;

        default:
            break;
        }
    }