public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = ((GameObject)Instantiate(vehiclePrefab.gameObject, position, rotation)).GetComponent <Vehicle>(); vehicle.transform.parent = transform; vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) { vehicle.SetPrimaryWeapon(weaponPrefab); } Targeting.AddTargetable(Team, vehicle); var neighrbourSensor = GetComponentInChildren <NeighbourSensor>(); if (neighrbourSensor != null) { neighrbourSensor.transform.parent = vehicle.transform; } var soundSensor = GetComponentInChildren <SoundSensor>(); if (soundSensor != null) { soundSensor.transform.parent = vehicle.transform; } var missileSensor = GetComponentInChildren <MissileSensor>(); if (missileSensor != null) { missileSensor.transform.parent = vehicle.transform; } }
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon != null) { Destroy(primaryWeapon.gameObject); } primaryWeapon = Instantiate(value).GetComponent <VehicleGun>(); primaryWeapon.SetVelocityReference(new VelocityReference { Value = velocity }); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; if (PlayerController.Current != null && PlayerController.Current.GetVehicle() == this) { if (HeadsUpDisplay.Current != null) { HeadsUpDisplay.Current.SetCrosshair(primaryWeapon.Crosshair); HeadsUpDisplay.Current.FadeInCrosshair(0.5f); } } }
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon != null) { Destroy(primaryWeapon.gameObject); } primaryWeapon = Instantiate(value).GetComponent <VehicleGun>(); if (PrimaryWeaponPrefab.EquipPrefab != null) { if (equippedPrimaryWeapon != null) { Destroy(equippedPrimaryWeapon); } equippedPrimaryWeapon = Instantiate(value.EquipPrefab); equippedPrimaryWeapon.transform.parent = WeaponPlaceholder; equippedPrimaryWeapon.transform.localPosition = Vector3.zero; equippedPrimaryWeapon.transform.localRotation = Quaternion.identity; PrimaryWeaponShootPoints = equippedPrimaryWeapon.GetComponent <EquipWeapon>().ShootPoints; } primaryWeapon.SetVelocityReference(new VelocityReference { Value = Vector3.zero }); //primaryWeapon.SetVelocityReference(new VelocityReference { Value = velocity }); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnShoot += OnShootPrimaryWeapon; primaryWeapon.OnClipEmpty += OnEmptyPrimaryWeapon; primaryWeapon.OnStartReload += OnReloadPrimaryStart; primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; }
private IEnumerator SpawnAndDestroy(Vehicle vehiclePrefab, VehicleGun weaponPrefab, float delay) { yield return(new WaitForSeconds(delay)); PlayerController.Current.InitVehicle(vehiclePrefab, weaponPrefab, transform.position, transform.rotation); HeadsUpDisplay.Current.FadeInAmmunition(); HeadsUpDisplay.Current.FadeInKillCount(); Destroy(gameObject); }
public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = ((GameObject)Instantiate(vehiclePrefab.gameObject, position, rotation)).GetComponent<Vehicle>(); vehicle.transform.parent = transform; Utility.SetLayerRecursively(vehicle.transform, LayerMask.NameToLayer("Player")); vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) vehicle.SetPrimaryWeapon(weaponPrefab); vehicle.MaxHealth *= 2f; vehicle.Health = vehicle.MaxHealth; Targeting.AddTargetable(Team, vehicle); }
public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = Instantiate(vehiclePrefab.gameObject, position, rotation).GetComponent <Vehicle>(); vehicle.transform.parent = transform; Utility.SetLayerRecursively(vehicle.transform, LayerMask.NameToLayer("Player")); vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) { vehicle.SetPrimaryWeapon(weaponPrefab); } vehicle.MaxHealth *= 2f; vehicle.Health = vehicle.MaxHealth; Targeting.AddTargetable(Team, vehicle); }
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon != null) { Destroy(primaryWeapon.gameObject); } primaryWeapon = Instantiate(value).GetComponent <VehicleGun>(); if (PrimaryWeaponPrefab.EquipPrefab != null) { if (equippedPrimaryWeapon != null) { Destroy(equippedPrimaryWeapon); } equippedPrimaryWeapon = Instantiate(value.EquipPrefab); equippedPrimaryWeapon.transform.parent = WeaponPlaceholder; equippedPrimaryWeapon.transform.localPosition = Vector3.zero; equippedPrimaryWeapon.transform.localRotation = Quaternion.identity; PrimaryWeaponShootPoints = equippedPrimaryWeapon.GetComponent <EquipWeapon>().ShootPoints; } primaryWeapon.SetVelocityReference(new VelocityReference { Value = Vector3.zero }); //primaryWeapon.SetVelocityReference(new VelocityReference { Value = velocity }); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnShoot += OnShootPrimaryWeapon; primaryWeapon.OnClipEmpty += OnEmptyPrimaryWeapon; primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; if (PlayerController.Current != null && PlayerController.Current.GetVehicle() == this) { if (HeadsUpDisplay.Current != null) { HeadsUpDisplay.Current.SetCrosshair(primaryWeapon.Crosshair); HeadsUpDisplay.Current.FadeInCrosshair(0.5f); } } }
public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = ((GameObject)Instantiate(vehiclePrefab.gameObject, position, rotation)).GetComponent<Vehicle>(); vehicle.transform.parent = transform; vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) vehicle.SetPrimaryWeapon(weaponPrefab); Targeting.AddTargetable(Team, vehicle); var neighrbourSensor = GetComponentInChildren<NeighbourSensor>(); if (neighrbourSensor != null) neighrbourSensor.transform.parent = vehicle.transform; var soundSensor = GetComponentInChildren<SoundSensor>(); if (soundSensor != null) soundSensor.transform.parent = vehicle.transform; var missileSensor = GetComponentInChildren<MissileSensor>(); if (missileSensor != null) missileSensor.transform.parent = vehicle.transform; }
private IEnumerator SpawnAndDestroy(Vehicle vehiclePrefab, VehicleGun weaponPrefab, float delay) { yield return new WaitForSeconds(delay); PlayerController.Current.InitVehicle(vehiclePrefab, weaponPrefab, transform.position, transform.rotation); Destroy(gameObject); }
public void TriggerAndDestroy(Vehicle vehiclePrefab, VehicleGun weaponPrefab, float delay) { StartCoroutine(SpawnAndDestroy(vehiclePrefab, weaponPrefab, delay)); }
public void Trigger(Vehicle vehiclePrefab, VehicleGun weaponPrefab) { PlayerController.Current.InitVehicle(vehiclePrefab, weaponPrefab, transform.position, transform.rotation); }
public abstract void SetPrimaryWeapon(VehicleGun value);
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon != null) Destroy(primaryWeapon.gameObject); primaryWeapon = Instantiate(value).GetComponent<VehicleGun>(); primaryWeapon.SetVelocityReference(new VelocityReference {Value = velocity}); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; if (PlayerController.Current != null && PlayerController.Current.GetVehicle() == this) { if (HeadsUpDisplay.Current != null) { HeadsUpDisplay.Current.SetCrosshair(primaryWeapon.Crosshair); HeadsUpDisplay.Current.FadeInCrosshair(0.5f); } } }
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon!=null) Destroy(primaryWeapon.gameObject); primaryWeapon = Instantiate(value).GetComponent<VehicleGun>(); if (PrimaryWeaponPrefab.EquipPrefab != null) { if (equippedPrimaryWeapon!=null) Destroy(equippedPrimaryWeapon); equippedPrimaryWeapon = Instantiate(value.EquipPrefab); equippedPrimaryWeapon.transform.parent = WeaponPlaceholder; equippedPrimaryWeapon.transform.localPosition = Vector3.zero; equippedPrimaryWeapon.transform.localRotation = Quaternion.identity; PrimaryWeaponShootPoints = equippedPrimaryWeapon.GetComponent<EquipWeapon>().ShootPoints; } primaryWeapon.SetVelocityReference(new VelocityReference { Value = Vector3.zero }); //primaryWeapon.SetVelocityReference(new VelocityReference { Value = velocity }); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnShoot += OnShootPrimaryWeapon; primaryWeapon.OnClipEmpty += OnEmptyPrimaryWeapon; primaryWeapon.OnStartReload += OnReloadPrimaryStart; primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; }
public abstract void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation);
public override void SetPrimaryWeapon(VehicleGun value) { if (primaryWeapon != null) Destroy(primaryWeapon.gameObject); primaryWeapon = Instantiate(value).GetComponent<VehicleGun>(); if (PrimaryWeaponPrefab.EquipPrefab != null) { if (equippedPrimaryWeapon != null) Destroy(equippedPrimaryWeapon); equippedPrimaryWeapon = Instantiate(value.EquipPrefab); equippedPrimaryWeapon.transform.parent = WeaponPlaceholder; equippedPrimaryWeapon.transform.localPosition = Vector3.zero; equippedPrimaryWeapon.transform.localRotation = Quaternion.identity; PrimaryWeaponShootPoints = equippedPrimaryWeapon.GetComponent<EquipWeapon>().ShootPoints; } primaryWeapon.SetVelocityReference(new VelocityReference {Value = Vector3.zero}); //primaryWeapon.SetVelocityReference(new VelocityReference { Value = velocity }); primaryWeapon.InitGun(PrimaryWeaponShootPoints, gameObject); primaryWeapon.SetClipRemaining(100); primaryWeapon.OnShoot += OnShootPrimaryWeapon; primaryWeapon.OnClipEmpty += OnEmptyPrimaryWeapon; primaryWeapon.OnFinishReload += OnReloadPrimaryFinish; primaryWeapon.transform.parent = transform; primaryWeapon.transform.localPosition = Vector3.zero; if (PlayerController.Current != null && PlayerController.Current.GetVehicle() == this) { if (HeadsUpDisplay.Current != null) { HeadsUpDisplay.Current.SetCrosshair(primaryWeapon.Crosshair); HeadsUpDisplay.Current.FadeInCrosshair(0.5f); } } }