// ---------- void OnGUI() { if (!Managers.Game.paused) { // GUI while the game is running GUI.Box(statsRect, "Time: " + minutes + ":" + seconds + "\n\nRemaining: " + this.remainingEnemies + "\nShots fired: " + CWeapon.GetShotsFired() + "\nAccuracy: " + CWeapon.GetAccuracy() + "%" // The accuracy is refreshed on each confirmed hit. ); GUI.Box(scoreRect, "Score: " + Managers.Game.GetScore()); GUI.Box(livesRect, "Lives: " + CShip.GetLives()); } else if (Managers.Game.paused) { // GUI while the game is paused. if (GUI.Button(new Rect((scrWid / 2) - (boxWid / 2), (scrHei / 2) - (boxHei / 2), boxWid, boxHei / 3), "Continue")) { Managers.Game.PauseSwitch(); } if (GUI.Button(new Rect((scrWid / 2) - (boxWid / 2), (scrHei / 2) - (boxHei / 6) + 5, boxWid, boxHei / 3), "Close game")) { Application.Quit(); } } }
public void AddWeapon(CWeapon weapon, bool lWeapon) { // TODO: 2handed weapon check if (lWeapon) { this._lWeapon = weapon; var mods = new Pair <object, List <StatMod> >(weapon, weapon.Model.GetStatModifiers()); foreach (var perk in this._parent.GetPerks().GetEquipmentSStatPerks()) { perk.TryModEquipmentMod(mods); } //foreach (var perk in this._parent.GetPerks().GetEquipmentPerks()) // perk.TryProcessAdd(this._parent, weapon); // TODO this._parent.GetStatMods().AddMod(mods); } else { this._rWeapon = weapon; var mods = new Pair <object, List <StatMod> >(weapon, weapon.Model.GetStatModifiers()); foreach (var perk in this._parent.GetPerks().GetEquipmentSStatPerks()) { perk.TryModEquipmentMod(mods); } //foreach (var perk in this._parent.GetPerks().GetEquipmentPerks()) // perk.TryProcessAdd(this._parent.Controller.Proxy, weapon); // TODO this._parent.GetStatMods().AddMod(mods); } }
public CWeapon GetWeapon() { IntPtr cPtr = testPINVOKE.CProjectile_GetWeapon(swigCPtr); CWeapon ret = (cPtr == IntPtr.Zero) ? null : new CWeapon(cPtr, false); return(ret); }
public CProjectile(CProjectileProfile Profile, CWeapon Weapon, bool IsVisible, bool UsePhysics) : this(testPINVOKE.new_CProjectile__SWIG_0(CProjectileProfile.getCPtr(Profile), CWeapon.getCPtr(Weapon), IsVisible, UsePhysics), true) { if (testPINVOKE.SWIGPendingException.Pending) { throw testPINVOKE.SWIGPendingException.Retrieve(); } }
public CProjectile(CProjectileProfile Profile, CWeapon Weapon) : this(testPINVOKE.new_CProjectile__SWIG_2(CProjectileProfile.getCPtr(Profile), CWeapon.getCPtr(Weapon)), true) { if (testPINVOKE.SWIGPendingException.Pending) { throw testPINVOKE.SWIGPendingException.Retrieve(); } }
public CMagazine(CMagazineProfile Profile, CWeapon Weapon) : this(testPINVOKE.new_CMagazine(CMagazineProfile.getCPtr(Profile), CWeapon.getCPtr(Weapon)), true) { if (testPINVOKE.SWIGPendingException.Pending) { throw testPINVOKE.SWIGPendingException.Retrieve(); } }
public void SetCurrentWeapon(CWeapon weapon) { if (this.currentWeapon != null) { this.currentWeapon.gameObject.SetActive(false); } currentWeapon = weapon; this.currentWeapon.gameObject.SetActive(true); currentWeapon.MadeBulletString(); if (playerShooter == null) { weaponParent.GetComponentInParent <CShooter>().SetCurrentWeapon(currentWeapon); } else { playerShooter.SetCurrentWeapon(currentWeapon); } if (gunUIImage == null) { gunUIImage = GameObject.Find("Canvas_UI").transform.Find("Gun_UI").GetComponent <Image>(); } gunUIImage.sprite = currentWeapon.weaponUIImage; weapon.SetCameraShake(); }
public void EquipmentChange(int nIdx) { if (m_inventory == null) { return; } if (m_itemBox == null) { return; } if (nIdx < 0 || nIdx >= m_equpmentIcons.Count) { return; } IEquipment equip = m_itemBox.OutPut(nIdx); if (equip is CWearable) { CWearable equipWear = equip as CWearable; CWearable inputWear = m_inventory.ChangeWearable(equipWear); m_itemBox.InputEquip(inputWear); } else if (equip is CWeapon) { CWeapon equipWeapon = equip as CWeapon; CWeapon inputWeapon = m_inventory.EquipWeapon(equipWeapon); m_itemBox.InputEquip(inputWeapon); } }
// ------------------------------ void Awake() { weap = MonoBehaviour.FindObjectOfType(typeof(CWeapon)) as CWeapon; ship = MonoBehaviour.FindObjectOfType(typeof(CShip)) as CShip; // spr = MonoBehaviour.FindObjectOfType(typeof(CSpriteManager)) as CSpriteManager; this.paused = false; }
public void WeaponPickup(CWeapon weapon) { rof = weapon.rof; lifetime = weapon.lifetime; type = weapon.type; projectile = weapon.projectile; bucket = weapon.bucket; }
// ---------- void OnCollisionEnter(Collision coll) { if (coll.gameObject.tag != this.tag) { if (goesUp) // If it goes up, means that it was a user's shot { CWeapon.ReportHit(); } DestroyMe(); } }
private double GetArmorPierceThreat(CWeapon weapon) { double threat = weapon.GetStat(EWeaponStat.Armor_Pierce); if (threat > 0) { return(WeaponThreatTable.Instance.Table[EWeaponStat.Armor_Pierce] / threat); } else { return(0); } }
public void SelectWeapon() { if (bIsOpened[currentGunIndex]) { GameObject weaponObj = GameObject.Instantiate(CResourceManager.Instance.GetObjectForKey(gunList[currentGunIndex].gunPrefabPath), CWeaponManager.Instance.weaponParent); CWeapon selectWeapon = weaponObj.GetComponent <CWeapon>(); CWeaponManager.Instance.DestroyWeapon(0); CWeaponManager.Instance.AddWeapon(selectWeapon); ES3.Save <string>("BaseGun", selectWeapon.gunName, "Weapon.es3"); this.gameObject.SetActive(false); } }
void InterruptAttacks() { for (int i = 0; i < m_ListWeaponsGO.Count; i++) { CWeapon weapon = m_ListWeaponsGO[m_iCurrentAttackIndex].GetComponent <CWeapon>(); weapon.Initialize(); weapon.DisableWeapon(); m_ListWeaponsGO[m_iCurrentAttackIndex].gameObject.SetActive(false); } m_bIsAttacking = false; m_bCanAttack = true; //additional stuff if need be }
public void RemoveWeapon(bool lWeapon) { if (lWeapon) { this._parent.GetStatMods().RemoveGearMods(this._lWeapon); this._lWeapon = null; } else { this._parent.GetStatMods().RemoveGearMods(this._rWeapon); this._rWeapon = null; } }
public void AddWeapon(E_WEAPON_TYPE type) { if (m_shipStats.weaponAttachement < m_shipStats.maxWeapons) { CWeapon weapon = new CWeapon(this, type); m_shipStats.weaponAttachement++; m_weaponList.Add(weapon); } else { Debug.Log("Add weapon impossible, ship can only have " + m_shipStats.maxWeapons); } }
IEnumerator InitCoroutine() { SetPlayerGender(0); yield return(null); while (m_wearUnit.Inventory == null) { yield return(null); } CWeapon weapon = CDataManager.Inst.EquipmentContainer.GetEquipment(PartsType.WEAPON, m_nCurset) as CWeapon; m_wearUnit.Inventory.EquipWeapon(weapon); }
public double GetWeaponThreatPoints(CWeapon weapon) { double threat = 0; if (weapon != null) { threat += this.GetAccuracyThreat(weapon); threat += this.GetArmorIgnoreThreat(weapon); threat += this.GetArmorPierceThreat(weapon); threat += this.GetBlockIgnoreThreat(weapon); threat += this.GetDamageThreat(weapon); threat += this.GetShieldDamageThreat(weapon); } return(threat); }
public void OutPutEquipment(int nIdx) { if (!m_boxGO.activeSelf) { return; } if (nIdx >= (int)PartsType.MAX) { return; } if (m_inventory == null) { return; } PartsType type = (PartsType)nIdx; if (m_inventory.IsNoEquip(type)) { return; } IEquipment naked = CDataManager.Inst.EquipmentContainer.GetEquipment(type, 0); if (type == PartsType.WEAPON) { CWeapon hand = naked as CWeapon; if (hand == null) { return; } CWeapon weapon = m_inventory.EquipWeapon(hand); m_itemBox.InputEquip(weapon); } else { CWearable zeroParts = CDataManager.Inst.EquipmentContainer.GetEquipment(type, 0) as CWearable; if (zeroParts == null) { return; } CWearable wearable = m_inventory.ChangeWearable(zeroParts); m_itemBox.InputEquip(wearable); } }
public static void SetCurrWeapon(int slot, int state) { if (SpecCam.show) { return; } if (slot < 0) { return; } if (BasePlayer.weapon[slot] == null) { return; } BasePlayer.currweapon = BasePlayer.weapon[slot]; Client.cs.send_currweapon(BasePlayer.currweapon.data.wid, state); }
public override IInventoryItem Create(XElement itemData) { String idData = itemData.Attribute("id")?.Value ?? throw new Exception($"Attribute 'id' not found in {itemData.Value}"); Guid id = Guid.Parse(idData); String name = itemData.Attribute("name")?.Value ?? throw new Exception($"Attribute 'name' not found in {itemData.Value}"); String costData = itemData.Attribute("cost")?.Value ?? throw new Exception($"Attribute 'cost' not found in {itemData.Value}"); Int32 cost = Int32.Parse(costData); String damageData = itemData.Element("damage")?.Value ?? throw new Exception($"Element 'damage' not found in {itemData.Value}"); Int32 damage = Int32.Parse(damageData); CWeapon weapon = CWeapon.Create(id, name, cost, damage); return(weapon); }
public void ComputeWeaponDamage(CShip target, CWeapon weapon) { //Shields first if (target.m_shipStats.shield > 0) { target.m_shipStats.shield -= weapon.m_weaponStats.m_shielDamage; if (target.m_shipStats.shield < 0) { target.m_shipStats.shield = 0; } } //if shields are off, shell can be damaged if (target.m_shipStats.shield <= 0 && target.m_shipStats.shell > 0) { target.m_shipStats.shell -= weapon.m_weaponStats.m_shellDamage; } target.CheckDestruction(); }
public void AddWeapon(CWeapon weapon) { if (!IsFullInventory()) { var AddWeapon = weapon; AddWeapon.transform.parent = weaponParent; AddWeapon.transform.localPosition = currentWeapon.transform.localPosition; weaponList.Add(AddWeapon); if (bulletArray[weaponList.Count - 1] == -1) { bulletArray[weaponList.Count - 1] = weaponList[weaponList.Count - 1].GetMaxBullet(); } weaponList[weaponList.Count - 1].SetCurrentBullet(bulletArray[weaponList.Count - 1]); this.SetCurrentWeapon(AddWeapon); //내 무기는 웨펀리스트 카운트 -1 this.SaveWeapon(); } }
public void UndoSpearWallFX(CChar source, CWeapon weapon, bool lWeapon) { var view = weapon.View; if (view.SpearWalling) { if (lWeapon) { var wpnObject = source.SubComponents[SortingLayers.CHAR_L_WEAPON]; this.UndoSpearWallFXHelper(wpnObject, lWeapon); } else { var wpnObject = source.SubComponents[SortingLayers.CHAR_R_WEAPON]; this.UndoSpearWallFXHelper(wpnObject, lWeapon); } view.SpearWalling = false; } }
void InitWeaponSlot(CDataManager dataMgr) { // TODO: PlayerData에서 설정 장비 가져오기 int nWIdx = m_inventoryInfo.curWeaponIdx; CWeapon weapon = dataMgr.EquipmentContainer.GetEquipment(PartsType.WEAPON, nWIdx) as CWeapon; EquipWeapon(weapon); int nSecondWIdx = m_inventoryInfo.subWeaponIdx; CWeapon subWeapon = dataMgr.EquipmentContainer.GetEquipment(PartsType.WEAPON, nSecondWIdx) as CWeapon; if (subWeapon != null) { EquipWeapon(subWeapon, subWeapon.WaitSlot, true); } }
public void Init(CUnit unit, CWeapon weapon = null) { m_unit = unit; if (m_weapon == null) { if (weapon == null) { Debug.LogError("Weapon Data is null!"); return; } m_weapon = weapon; } for (int i = 0; i < m_colliders.Count; i++) { m_colliders[i].Init(m_unit, m_weapon); } }
void WeaponSlotSetting(CWeaponHook weaponHook, SlotIdx slotIdx) { if (weaponHook == null) { return; } CWeapon weapon = weaponHook.Weapon; if (weapon == null) { return; } weaponHook.transform.parent = m_Slots[(int)slotIdx]; weaponHook.gameObject.transform.localPosition = weapon.Prefab.transform.localPosition; weaponHook.gameObject.transform.localRotation = weapon.Prefab.transform.localRotation; weaponHook.gameObject.transform.localScale = weapon.Prefab.transform.localScale; }
IEnumerator ChangeMainSubCoroutine() { CWeapon tempWeapon = m_mainEquip; m_mainEquip = m_subEquip; m_subEquip = tempWeapon; CWeaponHook tempHook = MainHook; m_MainHook = SubHook; m_subHook = tempHook; m_actionCtrl.Anim.SetInteger("WeaponIdx", (int)m_mainEquip.WeaponType); yield return(new WaitForSeconds(0.5f)); WeaponSlotSetting(m_MainHook, SlotIdx.Right); WeaponSlotSetting(m_subHook, m_subHook.Weapon.WaitSlot); yield return(null); }
public void SetPlayerFirstSet(int nSetIdx) { if (m_wearUnit.Inventory == null) { return; } m_nCurset = nSetIdx; m_nNotset = m_nCurset == 1 ? 2 : 1; //nSetIdx += m_playerInfo.gender == Gender.Male ? 100 : 0; CWearable[] wearables = new CWearable[(int)PartsType.WEAPON]; for (int i = 0; i < (int)PartsType.WEAPON; i++) { wearables[i] = CDataManager.Inst.EquipmentContainer.GetEquipment((PartsType)i, nSetIdx) as CWearable; m_wearUnit.Inventory.ChangeWearable(wearables[i]); } CWeapon weapon = CDataManager.Inst.EquipmentContainer.GetEquipment(PartsType.WEAPON, 1) as CWeapon; m_wearUnit.Inventory.EquipWeapon(weapon); }
private void PredictAbilitiesHelper(MTile tile, MAbility ability, bool lWeapon, CWeapon parentWeapon, bool wpnAbility) { var target = tile.GetCurrentOccupant() as CChar; var prediction = new AgentAbilityData(); prediction.Ability = ability; prediction.LWeapon = lWeapon; prediction.ParentWeapon = parentWeapon; prediction.Target = target; prediction.Weight = 0; prediction.WpnAbiltiy = wpnAbility; if (ability.Data.Hostile) { if (target.Proxy.LParty != this._agent.Proxy.LParty) { this.HandleAbility(prediction); this._predictions.Add(prediction); } } else { if (target.Proxy.LParty == this._agent.Proxy.LParty) { this.HandleAbility(prediction); this._predictions.Add(prediction); } } }