示例#1
0
    private IEnumerator StartCooldown()
    {
        allowRecharge = false;
        yield return(WaitFor.Seconds(rechargeTime));

        CurrentMagazine.ExpendAmmo(-1);
        SoundManager.PlayNetworkedAtPos("ReloadKinetic", gameObject.AssumedWorldPosServer(), sourceObj: serverHolder);
        allowRecharge = true;
    }
示例#2
0
    public override void DisplayShot(GameObject shooter, Vector2 finalDirection,
                                     BodyPartType damageZone, bool isSuicideShot)
    {
        if (!MatrixManager.IsInitialized)
        {
            return;
        }

        //if this is our gun (or server), last check to ensure we really can shoot
        if ((isServer || PlayerManager.LocalPlayer == shooter) &&
            CurrentMagazine.ClientAmmoRemains <= 0)
        {
            if (isServer)
            {
                Logger.LogTrace("Server rejected shot - out of ammo", Category.Firearms);
            }

            return;
        }
        //TODO: If this is not our gun, simply display the shot, don't run any other logic
        if (shooter == PlayerManager.LocalPlayer)
        {
            //this is our gun so we need to update our predictions
            FireCountDown += 1.0 / FireRate;
            //add additional recoil after shooting for the next round
            AppendRecoil();

            //Default camera recoil params until each gun is configured separately
            if (CameraRecoilConfig == null || CameraRecoilConfig.Distance == 0f)
            {
                CameraRecoilConfig = new CameraRecoilConfig
                {
                    Distance         = 0.2f,
                    RecoilDuration   = 0.05f,
                    RecoveryDuration = 0.6f
                };
            }
            Camera2DFollow.followControl.Recoil(-finalDirection, CameraRecoilConfig);
        }

        if (CurrentMagazine == null)
        {
            Logger.Log("Why is CurrentMagazine null on this client?");
        }
        else
        {
            //call ExpendAmmo outside of previous check, or it won't run serverside and state will desync.
            CurrentMagazine.ExpendAmmo();
        }

        //display the effects of the shot

        //get the bullet prefab being shot

        if (isSuicideShot)
        {
            GameObject bullet = Spawn.ClientPrefab(Projectile.name,
                                                   shooter.transform.position, parent: shooter.transform.parent).GameObject;
            var b = bullet.GetComponent <Projectile>();
            b.Suicide(shooter, this, damageZone);
        }
        else
        {
            for (int n = 0; n < CurrentMagazine.ProjectilesFired; n++)
            {
                GameObject Abullet = Spawn.ClientPrefab(Projectile.name,
                                                        shooter.transform.position, parent: shooter.transform.parent).GameObject;
                var A = Abullet.GetComponent <Projectile>();
                var finalDirectionOverride = CalcDirection(finalDirection, n);
                A.Shoot(finalDirectionOverride, shooter, this, damageZone);
            }
        }
        SoundManager.PlayAtPosition(FiringSound, shooter.transform.position, shooter);
        shooter.GetComponent <PlayerSprites>().ShowMuzzleFlash();
    }