示例#1
0
        /// <summary>
        /// Based on FireMode enum, perform the expected behaviours.
        /// Assuming fireRate as Rate-Per-Minute, convert to adequate deylay between shots, given by fD = 1/(fR/60)
        /// </summary>
        /// <param name="TrackedFire">A function delegated from the weapon to be called for each "shot". This function is expected to return a bool representing if the shot was successful.</param>
        /// <param name="TriggerPressed">A function delegated from the weapon to return a bool representing if the weapon trigger is currently pressed</param>
        /// <param name="fireSelector">FireMode enum, used to determine the behaviour of the method</param>
        /// <param name="fireRate">Determines the delay between calls to `TrackedFire`, given as a Rounds-Per-Minunte value</param>
        /// <param name="burstNumber">The number of  calls  made to `TrackedFire`, if `fireSelector` is set to `FireMode.Burst`</param>
        /// <param name="emptySoundDriver">If `TrackedFire` returns a false, this AudioSource is played</param>
        /// <param name="WeaponIsFiring">A function delegated from the weapon to determine if the coroutine is running</param>
        /// <returns></returns>
        public static IEnumerator GeneralFire(TrackFiredDelegate TrackedFire, TriggerPressedDelegate TriggerPressed, FireMode fireSelector = FireMode.Single, int fireRate = 60, int burstNumber = 3, AudioSource emptySoundDriver = null, IsFiringDelegate WeaponIsFiring = null, IsSpawningDelegate ProjectileIsSpawning = null)
        {
            WeaponIsFiring?.Invoke(true);
            float fireDelay = 60.0f / (float)fireRate;

            if (fireSelector == FireMode.Safe)
            {
                if (emptySoundDriver != null)
                {
                    emptySoundDriver.Play();
                }
                yield return(null);
            }

            else if (fireSelector == FireMode.Single)
            {
                if (ProjectileIsSpawning != null)
                {
                    do
                    {
                        yield return(null);
                    }while (ProjectileIsSpawning());
                }

                if (!TrackedFire())
                {
                    if (emptySoundDriver != null)
                    {
                        emptySoundDriver.Play();
                    }
                    yield return(null);
                }
                yield return(new WaitForSeconds(fireDelay));
            }

            else if (fireSelector == FireMode.Burst)
            {
                for (int i = 0; i < burstNumber; i++)
                {
                    if (ProjectileIsSpawning != null)
                    {
                        do
                        {
                            yield return(null);
                        }while (ProjectileIsSpawning());
                    }

                    if (!TrackedFire())
                    {
                        if (emptySoundDriver != null)
                        {
                            emptySoundDriver.Play();
                        }
                        yield return(null);

                        break;
                    }
                    yield return(new WaitForSeconds(fireDelay));
                }
                yield return(null);
            }

            else if (fireSelector == FireMode.Auto)
            {
                // triggerPressed is handled in OnHeldAction(), so stop firing once the trigger/weapon is released
                while (TriggerPressed())
                {
                    if (ProjectileIsSpawning != null)
                    {
                        do
                        {
                            yield return(null);
                        }while (ProjectileIsSpawning());
                    }

                    if (!TrackedFire())
                    {
                        if (emptySoundDriver != null)
                        {
                            emptySoundDriver.Play();
                        }
                        yield return(null);

                        break;
                    }
                    yield return(new WaitForSeconds(fireDelay));
                }
            }
            WeaponIsFiring?.Invoke(false);
            yield return(null);
        }
示例#2
0
        public static IEnumerator AnimationLinkedFire(Animator Animator, string Animation, float flintlockDelay, int remainingAmmo, TrackFiredDelegate TrackedFire, TriggerPressedDelegate TriggerPressed, IsSpawningDelegate ProjectileIsSpawning = null, AudioSource emptySoundDriver = null, AudioSource secondaryFireSound = null, ParticleSystem secondaryMuzzleFlash = null)
        {
            if (remainingAmmo >= 1)
            {
                Animate(Animator, Animation);
                do
                {
                    yield return(null);
                }while (IsAnimationPlaying(Animator, Animation));
            }

            // wait for any previous projectiles
            do
            {
                yield return(null);
            }while (ProjectileIsSpawning());

            // Fire Success
            if (TrackedFire())
            {
                yield return(new WaitForSeconds(flintlockDelay));

                if (secondaryFireSound != null)
                {
                    secondaryFireSound.Play();
                }
                if (secondaryMuzzleFlash != null)
                {
                    secondaryMuzzleFlash.Play();
                }
            }
            // Fire Failure
            else
            {
                if (emptySoundDriver != null)
                {
                    emptySoundDriver.Play();
                }
                yield return(null);
            }

            yield return(null);
        }