private void Awake()
 {
     if (playerWeaponController == null)
     {
         playerWeaponController = GameObject.FindGameObjectWithTag("Player").GetComponent <UseWeapon>();
     }
 }
    void SelectWeapon(int code)
    {
        if (useWeaponController == null)
        {
            useWeaponController = GetComponent <UseWeapon>();
        }

        switch (code)
        {
        case 1:
            useWeaponController.ChangeWeapon(punch, kick);
            break;

        case 2:
            useWeaponController.ChangeWeapon(silencedPistol, kick);
            break;

        case 3:
            useWeaponController.ChangeWeapon(wristDarts, kick);
            break;

        case 4:
            useWeaponController.ChangeWeapon(attacheCase, kick);
            break;

        default:
            break;
        }
        switchedWeaponsEvent.Invoke();
    }
Пример #3
0
 void Update()
 {
     if (Vector3.Distance(tPlayer.position, transform.position) < fRadius)
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
             this.GetComponent <Rigidbody>().useGravity  = false;
             this.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
             bool bTaken = PlayerInventory.instance.Add(iItem);
             //add to hand
             if (bTaken)
             {
                 Debug.Log("Picked up " + iItem.name);
                 this.GetComponent <Rigidbody>().useGravity  = false;
                 this.GetComponent <Rigidbody>().isKinematic = false;
                 this.GetComponent <Collider>().enabled      = false;
                 transform.SetParent(hand.transform);
                 transform.localPosition    = vPickPosition;
                 transform.localEulerAngles = vPickRotation;
                 cycle                   = transform.parent.GetComponent <WeaponCycle>();
                 uApplyStats             = gameObject.GetComponent <UseWeapon>();
                 uApplyStats.fDamage     = iItem.fDmg;
                 uApplyStats.fSpeed      = iItem.fSpd;
                 uApplyStats.fRange      = iItem.fRng;
                 uApplyStats.fKnockback  = iItem.fKbk;
                 uApplyStats.fDurability = iItem.fDur;
                 cycle.SelectWeapon();
                 gameObject.GetComponent <InteractableItem>().enabled = false; //to ensure we dont pick up more than one item next time
             }
         }
     }
 }
 private void Start()
 {
     if (playerWeaponController == null)
     {
         playerWeaponController = GetComponentInParent <UseWeapon>();
     }
 }
 private void Start()
 {
     if (useWeaponController == null)
     {
         useWeaponController = GetComponent <UseWeapon>();
     }
     SelectWeapon(1);
 }
 private void Awake()
 {
     ButtonMapping();
     controllerCustomization.gameObject.SetActive(false);
     _objectMovement = GetComponent <ObjectMovement>();
     _objectRotation = GetComponent <ObjectRotation>();
     _useWeapon      = GetComponent <UseWeapon>();
     _shield         = GetComponent <Shield>();
     _options        = FindObjectOfType <Options>();
 }
Пример #7
0
 void Awake()
 {
     anim                    = this.transform.GetComponent <Animator>();
     movementSpeed           = this.transform.GetChild(1).GetComponent <EachCharacterStat>().speed;
     weapon                  = this.transform.GetChild(0).GetComponent <UseWeapon>();
     checkCondition          = this.transform.GetComponent <MakeAlgorithmForGame_1>();
     healthBarImage          = this.transform.GetChild(2).GetChild(0).GetChild(0).GetComponent <Image>();
     rb                      = this.GetComponent <Rigidbody>();
     shootCooldown           = 0.5f;
     shootCooldownReset      = 1.0f;
     isHit                   = false;
     randomNumGeneratingTime = 0f;
 }
Пример #8
0
 // Use this for initialization and attach to its parent for animation
 void Start()
 {
     useWeaponObject = GameObject.FindWithTag("Player").GetComponent <UseWeapon>();
 }
Пример #9
0
        protected override void Apply(AttributeLoader loader, object wrapperObj)
        {
            if (!(wrapperObj is AbilityAttributesWrapper w))
            {
                throw new System.InvalidCastException();
            }

            if (Resource1Cost != null || Resource2Cost != null || Resource1CostMult != null || Resource2CostMult != null)
            {
                var w2 = new CostAttributesWrapper(w.Cost);

                loader.ApplyPPatch(Resource1Cost, () => w2.Resource1Cost);
                loader.ApplyPMultPatch(Resource1CostMult, () => w2.Resource1Cost);

                loader.ApplyPPatch(Resource2Cost, () => w2.Resource2Cost);
                loader.ApplyPMultPatch(Resource2CostMult, () => w2.Resource2Cost);

                w.Cost = w2;
            }

            loader.ApplyPPatch(EdgeOfTargetShapeMinDistance, () => w.EdgeOfTargetShapeMinDistance, Fixed64.UnsafeFromDouble);
            loader.ApplyPMultPatch(EdgeOfTargetShapeMinDistanceMult, () => w.EdgeOfTargetShapeMinDistance);

            loader.ApplyPPatch(CooldownTimeSecs, () => w.CooldownTimeSecs, Fixed64.UnsafeFromDouble);
            loader.ApplyPMultPatch(CooldownTimeSecsMult, () => w.CooldownTimeSecs);

            loader.ApplyPPatch(WarmupTimeSecs, () => w.WarmupTimeSecs, Fixed64.UnsafeFromDouble);
            loader.ApplyPMultPatch(WarmupTimeSecsMult, () => w.WarmupTimeSecs);

            loader.ApplyPPatch(SharedCooldownChannel, () => w.SharedCooldownChannel);
            loader.ApplyPMultPatch(SharedCooldownChannelMult, () => w.SharedCooldownChannel);

            loader.ApplyPPatch(AbilityType, () => w.AbilityType);
            loader.ApplyPPatch(TargetingType, () => w.TargetingType);
            loader.ApplyPPatch(TargetAlignment, () => w.TargetAlignment);
            loader.ApplyPPatch(AbilityMapTargetLayers, () => w.AbilityMapTargetLayers);
            loader.ApplyPPatch(GroundAutoTargetAlignment, () => w.GroundAutoTargetAlignment);
            loader.ApplyPPatch(CasterMovesToTarget, () => w.CasterMovesToTarget);
            loader.ApplyPPatch(GroupActivationType, () => w.GroupActivationType);
            loader.ApplyPPatch(StartsRemovedInGameMode, () => w.StartsRemovedInGameMode);
            loader.ApplyPPatch(SkipCastOnArrivalConditions, () => w.SkipCastOnArrivalConditions);
            loader.ApplyPPatch(IsToggleable, () => w.IsToggleable);
            loader.ApplyPPatch(CastOnDeath, () => w.CastOnDeath);

            if (TargetHighlighting != null)
            {
                using (loader.logger.BeginScope($"TargetHighlighting:"))
                {
                    var w2 = new TargetHighlightingAttributesWrapper(w.TargetHighlighting);
                    TargetHighlighting.Apply(loader, w2, null);
                    w.TargetHighlighting = w2;
                }
            }
            if (Charges != null)
            {
                using (loader.logger.BeginScope($"Charges:"))
                {
                    var w2 = new ChargeAttributesWrapper(w.Charges);
                    Charges.Apply(loader, w2, null);
                    w.Charges = w2;
                }
            }
            if (Autocast != null)
            {
                using (loader.logger.BeginScope($"Autocast:"))
                {
                    var w2 = new AutocastAttributesWrapper(w.Autocast);
                    Autocast.Apply(loader, w2, null);
                    w.Autocast = w2;
                }
            }
            if (ProduceUnit != null)
            {
                using (loader.logger.BeginScope($"ProduceUnit:"))
                {
                    var w2 = new ProduceUnitAttributesWrapper(w.ProduceUnit);
                    ProduceUnit.Apply(loader, w2, null);
                    w.ProduceUnit = w2;
                }
            }
            if (UseWeapon != null)
            {
                using (loader.logger.BeginScope($"UseWeapon:"))
                {
                    var w2 = new UseWeaponAttributesWrapper(w.UseWeapon);
                    UseWeapon.Apply(loader, w2, null);
                    w.UseWeapon = w2;
                }
            }
            if (ChangeContext != null)
            {
                var w2 = new ChangeContextAttributesWrapper(w.ChangeContext);
                loader.ApplyPPatch(ChangeContext, () => w2.TargetContext);
                w.ChangeContext = w2;
            }
            if (AirSortie != null)
            {
                using (loader.logger.BeginScope($"AirSortie:"))
                {
                    var w2 = new AirSortieAttributesWrapper(w.AirSortie);
                    AirSortie.Apply(loader, w2, null);
                    w.AirSortie = w2;
                }
            }
            if (Salvage != null)
            {
                using (loader.logger.BeginScope($"Salvage:"))
                {
                    var w2 = new SalvageAttributesWrapper(w.Salvage);
                    Salvage.Apply(loader, w2, null);
                    w.Salvage = w2;
                }
            }
            if (ApplyStatusEffect.Count > 0)
            {
                using (loader.logger.BeginScope($"ApplyStatusEffect:"))
                {
                    var w2 = new ApplyStatusEffectAttributesWrapper(w.ApplyStatusEffect);

                    var statusEffectWrappers = w2.StatusEffectsToApply?.Select(x => new StatusEffectAttributesWrapper(x)).ToList() ?? new List <StatusEffectAttributesWrapper>();
                    loader.ApplyNamedLPatch(ApplyStatusEffect, statusEffectWrappers, (x) => new StatusEffectAttributesWrapper(x), nameof(StatusEffectAttributes));
                    w2.StatusEffectsToApply = statusEffectWrappers.ToArray();

                    w.ApplyStatusEffect = w2;
                }
            }
            if (Repair != null)
            {
                var w2 = new RepairAttributesWrapper(w.Repair);
                loader.ApplyPPatch(Repair, () => w2.WeaponID);
                w.Repair = w2;
            }
            if (SelfDestruct != null)
            {
                using (loader.logger.BeginScope($"SelfDestruct:"))
                {
                    var w2 = new SelfDestructAttributesWrapper(w.SelfDestruct);
                    SelfDestruct.Apply(loader, w2, null);
                    w.SelfDestruct = w2;
                }
            }
            if (ModifyInventory != null)
            {
                using (loader.logger.BeginScope($"ModifyInventory:"))
                {
                    var w2 = new ModifyInventoryAttributesWrapper(w.ModifyInventory);
                    ModifyInventory.Apply(loader, w2, null);
                    w.ModifyInventory = w2;
                }
            }
            if (RequiredResearch != null)
            {
                var w2 = new ResearchDependenciesAttributesWrapper(w.ResearchDependencies);
                loader.ApplyArrayPropertyPatch(RequiredResearch, w2, "RequiredResearch");
                w.ResearchDependencies = w2;
            }
            if (ActivationDependencies != null)
            {
                using (loader.logger.BeginScope($"ActivationDependencies:"))
                {
                    var w2 = new ActivationDependenciesAttributesWrapper(w.ActivationDependencies);
                    ActivationDependencies.Apply(loader, w2, null);
                    w.ActivationDependencies = w2;
                }
            }
            if (AutoToggleOffConditions != null)
            {
                using (loader.logger.BeginScope($"AutoToggleOffConditions:"))
                {
                    var w2 = new AutoToggleOffConditionsAttributesWrapper(w.AutoToggleOffConditions);
                    AutoToggleOffConditions.Apply(loader, w2, null);
                    w.AutoToggleOffConditions = w2;
                }
            }
            if (ChainCasting != null)
            {
                using (loader.logger.BeginScope($"ChainCasting:"))
                {
                    var w2 = new ChainCastingAttributesWrapper(w.ChainCasting);
                    ChainCasting.Apply(loader, w2, null);
                    w.ChainCasting = w2;
                }
            }
        }
Пример #10
0
 private void Awake()
 {
     _useWeapon = GetComponent <UseWeapon>();
 }