private void Start() { curWeapon = this.GetComponent <Player>().curWeapon; joybutton = FindObjectOfType <DynamicJoybutton>(); joybutton.PressUpNotify += Joybutton_PressUpNotify; joybutton.PressDownNotify += Joybutton_PressDownNotify; }
private void UneqipRange() { onItemUnequip?.Invoke(meleeWeapon); rangeWeapon = null; Destroy(currentRangeWeaponGameObject); currentRangeWeaponGameObject = null; }
public ActionResult DeleteConfirmed(int id) { RangeWeapon rangeWeapon = db.RangeWeapons.Find(id); db.RangeWeapons.Remove(rangeWeapon); db.SaveChanges(); return(RedirectToAction("Index")); }
private void AddEquipment() { meleeWeapons = new List <MeleeWeapons>(); meleeWeapons.Add(new SideArm()); meleeWeapons.Add(null); meleeWeapons.Add(null); rangeWeapon = new GoodOldFists(); }
public void Equip(RangeWeapon newItem) { int itemIndex = (int)newItem.equipmentSlot; Unequip(itemIndex); rangeWeapon = newItem; ShowEquipment(newItem); onItemEquip?.Invoke(newItem); }
void RpcFire() { //Get the access to the target RangeWeapon script = currentWeapon.GetComponent <RangeWeapon>(); //Set the camera then perform attack script.SetCamera(playerCam); script.Fire(isServer); }
public ActionResult Edit([Bind(Include = "RangeWeaponID,RanWeapName,RanWeapRange,RanWeapArmorIgnore,Description")] RangeWeapon rangeWeapon) { if (ModelState.IsValid) { db.Entry(rangeWeapon).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(rangeWeapon)); }
public ActionResult Create([Bind(Include = "RangeWeaponID,RanWeapName,RanWeapRange,RanWeapArmorIgnore,Description")] RangeWeapon rangeWeapon) { if (ModelState.IsValid) { db.RangeWeapons.Add(rangeWeapon); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(rangeWeapon)); }
public override void Update() { if (!isInitialized) { _armor = 0; _range = 120; _hp = 30; _damage = 7; _gun = new RangeWeapon(_damage, GameScene.Instance); _cooldownValue = 60; _speed = 1; } base.Update(); }
public void AddRangeWeapon(RangeWeapon _target, int _ammoInMagazines, int _currentAmmo) { foreach (Weapon weapon in weapons) { if (weapon.weaponType == WeaponType.RANGE) //jeżeli gracz już posiada ten typ broni { Drop(weapon, transform); break; } } weapons.Insert(0, _target); ammoInMagazines = _ammoInMagazines; currentAmountOfAmmo = _currentAmmo; }
// GET: RangeWeapons/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } RangeWeapon rangeWeapon = db.RangeWeapons.Find(id); if (rangeWeapon == null) { return(HttpNotFound()); } return(View(rangeWeapon)); }
public override void EquipUnit(Equipment input) { if (input is RangeWeapon) { rangeWeapon = input as RangeWeapon; } else if (input is MeleeWeapons) { AddWeapon(input as MeleeWeapons); } else { base.EquipUnit(input); } }
void Start() { centerTransform = transform.GetChild(0); centerTransform.rotation = transform.rotation; this.direction = this.transform.eulerAngles; this.position = this.transform.position; this.currentSpeed = 0.0f; targetDetected = targetCanBeSeen = targetInLineOfSight = targetInShootingRange = false; movementAI = GetComponent <MovementAI>(); GameObject weaponObject = Instantiate(weaponPrefab); RangeWeapon weapon = weaponObject.GetComponent <RangeWeapon>(); equipAction = GetComponent <EquipAction>(); equipAction.EquipItem(weapon, this.centerTransform); }
public void WeaponDisplay() { Equipment weaponEquipment = player.equipments[EquipmentType.Weapon]; if (weaponEquipment != null) { RangeWeapon rangeWeapon = weaponEquipment as RangeWeapon; if (rangeWeapon != null) { txtAmmo.text = "Ammo: " + rangeWeapon.GetAmmoCount(); } } else { txtAmmo.text = "No range weapon selected"; } }
/// <summary> /// Only to be used when CanAttack has been checked. /// Creates a new damage region based on the currently equipt weapon and the enity look direction. /// /// </summary> public void UseEquiptWeapon() { stopwatch.Restart(); //Find damage absed on either unarmed float damage = UnarmedAttackDamage; DamageType damageType = DamageType.BLUNT; float staminaUse = UnarmedAttackStaminaUse; //If weapon is not null, apply correct damage if (EquiptWeapon != null) { damage = EquiptWeapon.Damage; damageType = EquiptWeapon.DamageType; staminaUse = EquiptWeapon.AttackStaminaUse; if (damageType == DamageType.BLUNT) { damage *= Entity.SkillTree.BluntWeapons.GetBonus(); } else if (damageType == DamageType.SHARP) { damage *= Entity.SkillTree.SharpWeapons.GetBonus(); } } CurrentStamina -= staminaUse; if (EquiptWeapon is RangeWeapon) { RangeWeapon rw = EquiptWeapon as RangeWeapon; SpellManager.Instance.AddNewProjectile(Entity.Position, EntityLookAngleToEulerLook2D(Entity.LookAngle), rw.GenerateProjectile(), Entity, Entity.LookAngle); //GameManager.WorldManager.AddNewProjectile(Entity.Position, EntityLookAngleToEulerLook2D(Entity.LookAngle), rw.GenerateProjectile(), Entity, Entity.LookAngle); } else { //Instruct animation manager to play attack animation Entity.GetLoadedEntity().AnimationManager.HumanoidCast().AttackLeft(); //Calculate the final dealth damage, based on entity skill tree modifiers and the weapons base damage. LoadedMeleeWeapon?.SwingWeapon(damage); } }
void Start() { playerView.enabled = true; playerView.transform.position = transform.position + Vector3.up * .5f; playerView.transform.eulerAngles = this.direction = transform.eulerAngles; playerView.fieldOfView = 95f; itemAction = GetComponent <EquipAction>(); this.currentSpeed = this.maxSpeed; if (weaponPrefab != null) { GameObject weaponObject = (GameObject)Instantiate(weaponPrefab); RangeWeapon weapon = weaponObject.GetComponent <RangeWeapon>(); itemAction.EquipItem(weapon, playerView.transform); } Cursor.lockState = CursorLockMode.Locked; position = transform.position; }
private void SetEnemy(int index) { switch (index) { //para os inimigos que usam armas a distância case 0: case 1: Enemy rangeEnemy = instance.GetComponent <Enemy>(); int spawnIndex = Random.Range(0, rangeSpawn.Count); rangeEnemy.StartEnemy(rangeSpawn[spawnIndex].transform.position, enemyPool[index], playerObj); rangeEnemy.spawn = rangeSpawn[spawnIndex]; if (rangeEnemy.capsuleCollider != null) { rangeEnemy.capsuleCollider.enabled = true; } rangeSpawn.Remove(rangeSpawn[spawnIndex]); RangeWeapon rangeWeapon = instance.GetComponent <RangeWeapon>(); rangeWeapon.pool = projectilePool[index]; break; //para inimigos de ataque corpo a corpo case 2: case 3: Enemy meleeEnemy = instance.GetComponent <Enemy>(); Vector3 spawnPos = new Vector3(Random.Range(-16, 16), 0, Random.Range(-16, 16)); meleeEnemy.StartEnemy(spawnPos, enemyPool[index], playerObj); if (meleeEnemy.capsuleCollider != null) { meleeEnemy.capsuleCollider.enabled = true; } break; } instance.SetActive(true); }
public override void UseItem(Human human) { if (human.PersonWeapon is RangeWeapon) { RangeWeapon weapon = (RangeWeapon)human.PersonWeapon; if (weapon.AmmunitionType.AmmunitionType == this.AmmunitionType) { int count = weapon.AmmunitionType.NowInStack + this.NowInStack; if (weapon.AmmunitionType.MaxInStack <= count) { count = weapon.AmmunitionType.MaxInStack - weapon.AmmunitionType.NowInStack; this.NowInStack -= count; weapon.AmmunitionType.NowInStack = weapon.AmmunitionType.MaxInStack; } else { weapon.AmmunitionType.NowInStack += this.NowInStack; this.NowInStack = 0; } } } }
public override void RemoveEquipment(Equipment output) { if (output is RangeWeapon) { rangeWeapon = new GoodOldFists(); } else if (output is MeleeWeapons) { for (int i = 0; i < meleeWeapons.Count; i++) { if (meleeWeapons[i] == output) { meleeWeapons[i] = meleeWeapons[meleeWeapons.Count - 1]; meleeWeapons[meleeWeapons.Count - 1] = null; } } int p = 0; } else { base.RemoveEquipment(output); } }
public void Execute(TriggerEvent triggerEvent) { Entity entityA = triggerEvent.Entities.EntityA; Entity entityB = triggerEvent.Entities.EntityB; bool entityAIsHealthPickup = FireRatePickupGroup.Exists(entityA); bool entityBIsPlayerCharacter = playerCharacterGroup.Exists(entityB); if (entityAIsHealthPickup && entityBIsPlayerCharacter) { WeaponBonusPickUp FireRatePickUp = FireRatePickupGroup[entityA]; var characterEntity = CharacterGroup[entityB].ActiveRangeWeaponEntity; RangeWeapon weapon = RangeWeaponGroup[characterEntity]; weapon.FiringRate += FireRatePickUp.additionnalFireRate; weapon.BulletAmountPerShot *= FireRatePickUp.bulletPerShotMultiplier; RangeWeaponGroup[characterEntity] = weapon; entityCommandBuffer.DestroyEntity(entityA); } else { bool entityAIsPlayerCharacter = playerCharacterGroup.Exists(entityA); bool entityBIsHealthPickUp = FireRatePickupGroup.Exists(entityB); if (entityAIsPlayerCharacter && entityBIsHealthPickUp) { WeaponBonusPickUp FireRatePickUp = FireRatePickupGroup[entityB]; var characterEntity = CharacterGroup[entityA].ActiveRangeWeaponEntity; RangeWeapon weapon = RangeWeaponGroup[characterEntity]; weapon.FiringRate += FireRatePickUp.additionnalFireRate; weapon.BulletAmountPerShot *= FireRatePickUp.bulletPerShotMultiplier; RangeWeaponGroup[characterEntity] = weapon; entityCommandBuffer.DestroyEntity(entityB); } } }
public void EquipRangeWeapon(RangeWeapon rw) { rangeWeapon = rw; }
public Shoot(BotFSM _stateMachine, RangeWeapon _weapon, Animator _animController) { stateMachine = _stateMachine; weapon = _weapon; animController = _animController; }