void EquipWeapon(Weapon weapon) { // Set currentWeapon to new weapon, weaponModel to the new weapon's model this.currentWeapon = weapon; Destroy(this.weaponModel); // Note: it may be inefficient to destroy the model entirely (it can be re-used!) this.weaponModel = Instantiate(this.currentWeapon.weaponModel) as GameObject; this.weaponModel.transform.SetParent(this.weaponBase, false); // Set the newly instantiated weaponModel to the correct layer if (this.isLocalPlayer) { Util.SetLayersRecursively(this.weaponModel, LayerMask.NameToLayer(this.viewmodelLayerName)); } else { Util.SetLayersRecursively(this.weaponModel, LayerMask.NameToLayer(this.remotePlayerLayerName)); } // Set weaponEffects to the new weapon's WeaponEffects this.weaponEffects = this.weaponModel.GetComponent <WeaponEffects>(); if (this.weaponEffects == null) { Debug.LogError(GetType() + ": weapon model does not have a WeaponEffects script attached"); } }
void Start() { WeaponEffectsComponent = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>().WeaponEffectsComponent; myTransform = transform; initialHitPoints = hitPoints; aSource = GetComponent <AudioSource>(); }
public void RegisterWeaponEffect(WeaponEffect weaponEffect) { if (weaponEffect != null && !WeaponEffects.Contains(weaponEffect) && !WeaponEffectsToAdd.Contains(weaponEffect)) { WeaponEffectsToAdd.Add(weaponEffect); } }
static void LoadData() { weaponEffects = new List <ItemEffect>(); List <ItemEffectDto> weaponEffectDtos = GoogleSheets.Get <ItemEffectDto>(Folders.InCoreData("DnD - WeaponEffects.csv"), false); foreach (ItemEffectDto itemEffect in weaponEffectDtos) { WeaponEffects.Add(ItemEffect.From(itemEffect)); } }
//private WorldRecenter WorldRecenterComponent; void Start() { WeaponEffectsComponent = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>().WeaponEffectsComponent; myTransform = transform; //WorldRecenterComponent = Camera.main.GetComponent<CameraControl>().playerObj.transform.GetComponent<WorldRecenter>(); if (!isRadiusCollider) { //get radius value from sphere collider radius of child radius object radius = myTransform.GetComponentInChildren <SphereCollider>().radius; AlignToGround(); //automatically align radius collider object's angles and position with the ground underneath it } }
public static WeaponEffect GetWeaponEffect(WeaponEffects type) { switch (type) { case WeaponEffects.WeaponChill: return(new ApplyChilled()); case WeaponEffects.WeaponStun: return(new ApplyStunned()); case WeaponEffects.WeaponEndTurn: return(new OwnerEndTurn()); } return(null); }
void OnEnable() { myTransform = transform; if (muzzleFlash) { muzzleFlashTransform = muzzleFlash.transform; } AIComponent = myTransform.GetComponent <AI>(); WeaponEffectsComponent = AIComponent.playerObj.GetComponent <FPSPlayer>().weaponObj.GetComponent <WeaponEffects>(); playerObj = Camera.main.transform.GetComponent <CameraControl>().playerObj; FPSWalker = playerObj.GetComponent <FPSRigidBodyWalker>(); aSource = GetComponent <AudioSource>(); //bulletsLeft = bulletsPerClip; shootStartTime = -fireRate * 2; }
void EquipWeapon(PlayerWeapon weapon) { currentWeapon = weapon; GameObject weaponInstance = Instantiate(weapon.graphics, weaponHolder.position, weaponHolder.rotation, weaponHolder); currentEffects = weaponInstance.GetComponent <WeaponEffects>(); if (currentEffects == null) { Debug.Log("No WeaponEffects component on the weapon object: " + weaponInstance.name); } if (isLocalPlayer) { Util.SetPlayerRecursively(weaponInstance, LayerMask.NameToLayer(weaponLayerName)); } }
public float dropLayerZ = 2f; // the layer that the drops are on (so they're in front) void Awake() { leftBoundary = -14; rightBoundary = 14; bottomBoundary = floor.transform.position.y; topBoundary = 18f; audioManager = GetComponentInChildren <AudioManager>(); weaponEffects = GetComponentInChildren <WeaponEffects>(); shop = (Shop)FindObjectOfType <Shop>(); combatManager = (CombatManager)FindObjectOfType <CombatManager>(); dataStore = this.GetComponent <DataStore>(); playerInput = this.GetComponent <PlayerInput>(); scalingManager = this.GetComponent <ScalingManager>(); Time.timeScale = 1; }
public override void Update(GameTime gameTime) { foreach (WeaponEffect effect in WeaponEffects) { effect.Update(gameTime); } foreach (WeaponEffect effect in WeaponEffectsToRemove) { WeaponEffects.Remove(effect); } WeaponEffectsToRemove.Clear(); foreach (WeaponEffect effect in WeaponEffectsToAdd) { WeaponEffects.Add(effect); } WeaponEffectsToAdd.Clear(); }
void Awake() { // Get all required components and objects player = GameObject.Find("Player").GetComponent<Player>(); PlayerCollider = GameObject.Find("Player").GetComponent<BoxCollider2D>(); FirePoint = transform.GetChild(0); weaponEffects = GetComponent<WeaponEffects> (); RandomizeFirerate = EnemyAimDelay; Arm = this.transform.parent.GetComponent<ArmRotation> (); audioSource = GameObject.Find ("AudioManager/EffectsAudio").GetComponent<AudioSource> (); if(FirePoint == null){ Debug.LogError ("No 'FirePoint' object found."); } if(weaponEffects == null) { Debug.LogError ("Script for weapon effects is missing!"); } if(WeaponFireSoundEffect == null){ Debug.LogError ("WeaponFireSoundEffect is missing!"); } }
public WeaponEffectStruct(WeaponEffects effect, string[] values) { this.effect = effect; this.values = values; }
private void Awake() { shotDelayHold = _shotDelay; _weaponEffects = GetComponentInChildren <WeaponEffects>(); _weaponAttachments = GetComponentInParent <WeaponAttachments>(); }
// MonoBehaviour void Awake() { _effects = GetComponent <WeaponEffects>(); }