public override void NetShoot(IAmmoEffect effect, float timeDelay, Vector3 startPosition, Vector3 rayDirection) { // THIS IS A MODDED SHOOT COMMAND TO SUPPORT NETWORKTIME ROLLBACK // Just return if there is no effect if (effect == null) { return; } // Get root game object to prevent impacts with body Transform ignoreRoot = GetRootTransform(); // could possibly lag comp the gun pos as well, but for not take the location of player shot. base.StartRayRollback(timeDelay); // Check for raycast hit Ray ray = new Ray(startPosition, rayDirection); Vector3 hitPoint; bool didHit = PhysicsExtensions.RaycastNonAllocSingle(ray, out m_Hit, m_MaxDistance, m_Layers, ignoreRoot, QueryTriggerInteraction.Ignore); if (didHit) { hitPoint = m_Hit.point; } else { hitPoint = startPosition + (rayDirection * m_MaxDistance); } if (didHit) { effect.Hit(m_Hit, ray.direction, m_Hit.distance, float.PositiveInfinity, firearm as IDamageSource); } base.StopRayRollback(timeDelay); // Draw the tracer line out to max distance if (m_TracerPrototype != null) { StartCoroutine(ShowTracer(hitPoint)); } base.NetShoot(effect, timeDelay, startPosition, rayDirection); }
void FixedUpdate() { if (m_Release) { if (m_RecycleDelay <= 0f) { ReleaseProjectile(); } else { if (m_MeshRenderer != null && m_MeshRenderer.enabled) { m_MeshRenderer.enabled = false; } m_Timeout -= Time.deltaTime; if (m_Timeout < 0f) { ReleaseProjectile(); } } } else { float time = Time.deltaTime; // Set position to target localTransform.position = m_LerpToPosition; // Reset interpolation for Update() frames before next fixed m_LerpTime = Time.fixedTime; m_LerpFromPosition = m_LerpToPosition; Vector3 moveVelocity = (m_Velocity * time); Vector3 catchupValue = Vector3.zero; if (m_CatchupDistance.magnitude > 0f) { Vector3 steps = (m_CatchupDistance * time); m_CatchupDistance -= steps; if (m_CatchupDistance.magnitude < (m_Velocity * 0.1f).magnitude) { catchupValue += m_CatchupDistance; m_CatchupDistance = Vector3.zero; } } Vector3 desiredPosition = m_LerpFromPosition + (moveVelocity + catchupValue); float distance = Vector3.Distance(m_LerpFromPosition, desiredPosition); localTransform.LookAt(desiredPosition); // Enable renderer if travelled far enough (check based on from position due to lerp) if (!m_PassedMinimum && m_Distance > m_MinDistance) { m_PassedMinimum = true; if (m_ForgetIgnoreRoot) { m_IgnoreRoot = null; } if (m_MeshRenderer != null && m_MeshRenderer.enabled == false) { m_MeshRenderer.enabled = true; } } Ray ray = new Ray(localTransform.position, localTransform.forward); if (PhysicsExtensions.RaycastNonAllocSingle(ray, out m_Hit, distance, m_Layers, m_IgnoreRoot, QueryTriggerInteraction.Ignore)) { // Set lerp target m_LerpToPosition = m_Hit.point; // Release back to pool m_Release = true; // Update distance travelled m_Distance += m_Hit.distance; m_AmmoEffect.Hit(m_Hit, localTransform.forward, m_Distance, m_Velocity.magnitude, m_DamageSource); OnHit(); } else { // Set lerp target m_LerpToPosition = desiredPosition; // Update distance travelled m_Distance += distance; // Should the bullet just give up and retire? if (m_Distance > k_MaxDistance) { ReleaseProjectile(); } } // Apply forces to the projectile m_Velocity = ApplyForces(m_Velocity); } }
public override void Shoot(float accuracy, IAmmoEffect effect) { // Just return if there is no effect if (effect == null) { return; } // Get root game object to prevent impacts with body Transform ignoreRoot = GetRootTransform(); //if (firearm.wielder != null) // ignoreRoot = firearm.wielder.gameObject.transform; // Get the forward vector Vector3 muzzlePosition = m_MuzzleTip.position; Vector3 startPosition = muzzlePosition; Vector3 forwardVector = m_MuzzleTip.forward; bool useCamera = false; if (firearm.wielder != null) { switch (m_UseCameraAim) { case UseCameraAim.HipAndAimDownSights: useCamera = true; break; case UseCameraAim.AimDownSightsOnly: if (firearm.aimer != null) { useCamera = firearm.aimer.isAiming; } break; case UseCameraAim.HipFireOnly: if (firearm.aimer != null) { useCamera = !firearm.aimer.isAiming; } else { useCamera = true; } break; } } if (useCamera) { Transform aimTransform = firearm.wielder.fpCamera.aimTransform; startPosition = aimTransform.position; forwardVector = aimTransform.forward; } // Get the direction (with accuracy offset) Vector3 rayDirection = forwardVector; float spread = Mathf.Lerp(m_MinimumSpread, m_MaximumSpread, 1f - accuracy); if (spread > Mathf.Epsilon) { Quaternion randomRot = UnityEngine.Random.rotationUniform; rayDirection = Quaternion.Slerp(Quaternion.identity, randomRot, spread / 360f) * forwardVector; } // Check for raycast hit Ray ray = new Ray(startPosition, rayDirection); Vector3 hitPoint; bool didHit = PhysicsExtensions.RaycastNonAllocSingle(ray, out m_Hit, m_MaxDistance, m_Layers, ignoreRoot, QueryTriggerInteraction.Ignore); if (didHit) { hitPoint = m_Hit.point; } else { hitPoint = startPosition + (rayDirection * m_MaxDistance); } // Double check hit from gun muzzle to prevent near scenery weirdness if (useCamera) { Vector3 newRayDirection = hitPoint - muzzlePosition; newRayDirection.Normalize(); ray = new Ray(muzzlePosition, newRayDirection); if (PhysicsExtensions.RaycastNonAllocSingle(ray, out m_Hit, m_MaxDistance, m_Layers, ignoreRoot, QueryTriggerInteraction.Ignore)) { hitPoint = m_Hit.point; effect.Hit(m_Hit, newRayDirection, m_Hit.distance, float.PositiveInfinity, firearm as IDamageSource); } } else { if (didHit) { effect.Hit(m_Hit, ray.direction, m_Hit.distance, float.PositiveInfinity, firearm as IDamageSource); } } // Draw the tracer line out to max distance if (m_TracerPrototype != null) { StartCoroutine(ShowTracer(hitPoint)); } SendNetShootEvent(startPosition, rayDirection); base.Shoot(accuracy, effect); }
public override void Shoot(float accuracy, IAmmoEffect effect) { if (m_ProjectilePrefab != null) { IProjectile projectile = PoolManager.GetPooledObject <IProjectile>(m_ProjectilePrefab, false); InitialiseProjectile(projectile); Transform ignoreRoot = GetRootTransform(); //if (firearm.wielder != null) // ignoreRoot = firearm.wielder.gameObject.transform; // Get the forward vector Vector3 muzzlePosition = m_MuzzleTip.position; Vector3 startPosition = muzzlePosition; Vector3 forwardVector = m_MuzzleTip.forward; bool useCamera = false; if (firearm.wielder != null) { switch (m_UseCameraAim) { case UseCameraAim.HipAndAimDownSights: useCamera = true; break; case UseCameraAim.AimDownSightsOnly: if (firearm.aimer != null) { useCamera = firearm.aimer.isAiming; } break; case UseCameraAim.HipFireOnly: if (firearm.aimer != null) { useCamera = !firearm.aimer.isAiming; } else { useCamera = true; } break; } } if (useCamera) { Transform aimTransform = firearm.wielder.fpCamera.aimTransform; startPosition = aimTransform.position; forwardVector = aimTransform.forward; } // Get the direction (with accuracy offset) Vector3 rayDirection = forwardVector; float spread = Mathf.Lerp(m_MinimumSpread, m_MaximumSpread, 1f - accuracy); if (spread > Mathf.Epsilon) { Quaternion randomRot = UnityEngine.Random.rotationUniform; rayDirection = Quaternion.Slerp(Quaternion.identity, randomRot, spread / 360f) * forwardVector; } Ray ray = new Ray(startPosition, rayDirection); Vector3 hitPoint; if (PhysicsExtensions.RaycastNonAllocSingle(ray, out m_Hit, k_MaxDistance, m_Layers, ignoreRoot, QueryTriggerInteraction.Ignore)) { hitPoint = m_Hit.point; } else { hitPoint = startPosition + (rayDirection * k_MaxDistance); } if (useCamera) { Vector3 newDirection = hitPoint - muzzlePosition; newDirection.Normalize(); projectile.Fire(muzzlePosition, newDirection * m_MuzzleSpeed, m_Gravity, effect, firearm.wielder.gameObject.transform, m_Layers, firearm as IDamageSource); SendNetShootEvent(muzzlePosition, newDirection); projectile.gameObject.SetActive(true); } else { projectile.Fire(startPosition, rayDirection * m_MuzzleSpeed, m_Gravity, effect, ignoreRoot, m_Layers, firearm as IDamageSource); SendNetShootEvent(startPosition, rayDirection); projectile.gameObject.SetActive(true); } } base.Shoot(accuracy, effect); }