public static bool Speedloader_DuplicateFromSpawnLock(Speedloader __instance, ref GameObject __result, FVRViveHand hand)
        {
            //unlike MonoMod the base class can technically be retrived, but it's a PitA so again this is copied from FVRPhysicalObject.DuplicateFromSpawnLock
            GameObject        gameObject = UnityEngine.Object.Instantiate <GameObject>(__instance.ObjectWrapper.GetGameObject(), __instance.Transform.position, __instance.Transform.rotation);
            FVRPhysicalObject fvrObj     = gameObject.GetComponent <FVRPhysicalObject>();

            if (fvrObj is FVREntityProxy)
            {
                (fvrObj as FVREntityProxy).Data.PrimeDataLists((fvrObj as FVREntityProxy).Flags);
            }

            hand.ForceSetInteractable(fvrObj);
            fvrObj.SetQuickBeltSlot(null);
            fvrObj.BeginInteraction(hand);

            Speedloader component = gameObject.GetComponent <Speedloader>();

            for (int i = 0; i < __instance.Chambers.Count; i++)
            {
                component.Chambers[i].Type = __instance.Chambers[i].Type;

                if (__instance.Chambers[i].IsLoaded)
                {
                    component.Chambers[i].Load(__instance.Chambers[i].LoadedClass, false);
                }
                else
                {
                    component.Chambers[i].Unload();
                }
            }
            __result = gameObject;
            return(false);
        }
示例#2
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        public GameObject DuplicateFromSpawnLock(FVRViveHand hand)
        {
            //the base keyword does not work for some strange reason, so this is copied from FVRPhysicalObject.DuplicateFromSpawnLock
            GameObject        gameObject = UnityEngine.Object.Instantiate <GameObject>(this.ObjectWrapper.GetGameObject(), this.Transform.position, this.Transform.rotation);
            FVRPhysicalObject fvrObj     = gameObject.GetComponent <FVRPhysicalObject>();

            (fvrObj as FVREntityProxy)?.Data.PrimeDataLists((fvrObj as FVREntityProxy).Flags);
            hand?.ForceSetInteractable(fvrObj);
            fvrObj.SetQuickBeltSlot(null);
            fvrObj.BeginInteraction(hand);

            patch_FVRFireArmClip component = gameObject.GetComponent <patch_FVRFireArmClip>();

            for (int i = 0; i < Mathf.Min(this.LoadedRounds.Length, component.LoadedRounds.Length); i++)
            {
                if (this.LoadedRounds[i] != null && this.LoadedRounds[i].LR_Mesh != null)
                {
                    component.LoadedRounds[i].LR_Class         = this.LoadedRounds[i].LR_Class;
                    component.LoadedRounds[i].LR_Type          = this.LoadedRounds[i].LR_Type;
                    component.LoadedRounds[i].LR_Mesh          = this.LoadedRounds[i].LR_Mesh;
                    component.LoadedRounds[i].LR_Material      = this.LoadedRounds[i].LR_Material;
                    component.LoadedRounds[i].LR_ObjectWrapper = this.LoadedRounds[i].LR_ObjectWrapper;
                }
            }
            component.m_numRounds = this.m_numRounds;
            component.UpdateBulletDisplay();
            return(gameObject);
        }
 public void movemagtohand(FVRViveHand hand, FVRFireArmMagazine magazine)
 {
     //puts mag in hand
     if (hand != null)
     {
         hand.ForceSetInteractable(magazine);
     }
     magazine.BeginInteraction(hand);
 }
示例#4
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        public override void UpdateInteraction(FVRViveHand hand)
        {
            base.UpdateInteraction(hand);

            // If we're already completely eaten return
            if (_currentStage == EatStages.Length)
            {
                return;
            }

            // Check if we're close enough to be eaten
            if (Vector3.Distance(transform.position, GM.CurrentPlayerBody.Head.transform.position + GM.CurrentPlayerBody.Head.transform.up * -0.2f) >= 0.150000005960464)
            {
                return;
            }

            // Check if it's been long enough since the last time we were eaten
            if (_lastEatTime + EatDelay > Time.time)
            {
                return;
            }

            // Play the eat sound
            _lastEatTime = Time.time;
            SM.PlayGenericSound(EatSound, transform.position);
            EatEvent.Invoke();
            GM.CurrentPlayerBody.HealPercent(HealPercent);
            if (_currentStage != EatStages.Length - 1 || DestroyOnEat)
            {
                EatStages[_currentStage].SetActive(false);
            }
            _currentStage++;

            // If we've eaten all the stages
            if (_currentStage == EatStages.Length && DestroyOnEat)
            {
                EndInteraction(hand);
                hand.ForceSetInteractable(null);
                Destroy(gameObject);
            }
            else
            {
                EatStages[_currentStage].SetActive(true);
            }
        }