示例#1
0
        public virtual void OnPawnDeActivate()
        {
            Hide();
            Disable();

            bReloadingHandle.Set(false);
            ReloadStartTime = FCgManager_Time.Get().GetTimeSinceStart(TimeType) + ReloadTime.Get(DATA_VALUE) + 1.0f;
        }
示例#2
0
 void Start()
 {
     timer = timeBtwShot;
     GameObject.Find("ReloadIndicator").GetComponent <ReloadTime>().SetMax(timeBtwShot);
     shootySound = GetComponent <AudioSource>();
     gm          = GameObject.Find("GameManager").GetComponent <GameManager>();
     reloader    = GameObject.Find("ReloadIndicator").GetComponent <ReloadTime>();
     spawner     = GameObject.Find("EnemySpawner").GetComponent <EnemySpawner>();
 }
示例#3
0
        public override Dictionary <string, object> SaveToDict()
        {
            var dict = new Dictionary <string, object>();

            dict.Add(GDMConstants.SchemaKey, "Weapon");

            dict.Merge(true, ID.ToGDEDict(IDKey));
            dict.Merge(true, MagazineSize.ToGDEDict(MagazineSizeKey));
            dict.Merge(true, ConsumePerHit.ToGDEDict(ConsumePerHitKey));
            dict.Merge(true, DamageVal.ToGDEDict(DamageValKey));
            dict.Merge(true, AtkInterval.ToGDEDict(AtkIntervalKey));
            dict.Merge(true, ChargeTime.ToGDEDict(ChargeTimeKey));
            dict.Merge(true, ReloadTime.ToGDEDict(ReloadTimeKey));
            dict.Merge(true, Thrust.ToGDEDict(ThrustKey));
            dict.Merge(true, AlertRange.ToGDEDict(AlertRangeKey));
            dict.Merge(true, PrefabPath.ToGDEDict(PrefabPathKey));
            dict.Merge(true, SkinName.ToGDEDict(SkinNameKey));

            dict.Merge(true, OpaType.ToGDEDict(OpaTypeKey));
            dict.Merge(true, AniType.ToGDEDict(AniTypeKey));
            return(dict);
        }
        protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            ele.TryPathTo("AnimationType", true, out subEle);
            subEle.Value = AnimationType.ToString();

            ele.TryPathTo("AnimationMultiplier", true, out subEle);
            subEle.Value = AnimationMultiplier.ToString("G15");

            ele.TryPathTo("Reach", true, out subEle);
            subEle.Value = Reach.ToString("G15");

            ele.TryPathTo("Flags1", true, out subEle);
            subEle.Value = Flags1.ToString();

            ele.TryPathTo("GripAnimation", true, out subEle);
            subEle.Value = GripAnimation.ToString();

            ele.TryPathTo("AmmoUse", true, out subEle);
            subEle.Value = AmmoUse.ToString();

            ele.TryPathTo("ReloadAnimation", true, out subEle);
            subEle.Value = ReloadAnimation.ToString();

            ele.TryPathTo("MinSpread", true, out subEle);
            subEle.Value = MinSpread.ToString("G15");

            ele.TryPathTo("Spread", true, out subEle);
            subEle.Value = Spread.ToString("G15");

            ele.TryPathTo("Unknown", true, out subEle);
            subEle.Value = Unknown.ToHex();

            ele.TryPathTo("SightFOV", true, out subEle);
            subEle.Value = SightFOV.ToString("G15");

            ele.TryPathTo("Unknown2", true, out subEle);
            subEle.Value = Unknown2.ToString("G15");

            ele.TryPathTo("Projectile", true, out subEle);
            Projectile.WriteXML(subEle, master);

            ele.TryPathTo("BaseVATSToHitChance", true, out subEle);
            subEle.Value = BaseVATSToHitChance.ToString();

            ele.TryPathTo("AttackAnimation", true, out subEle);
            subEle.Value = AttackAnimation.ToString();

            ele.TryPathTo("ProjectileCount", true, out subEle);
            subEle.Value = ProjectileCount.ToString();

            ele.TryPathTo("EmbeddedWeaponActorValue", true, out subEle);
            subEle.Value = EmbeddedWeaponActorValue.ToString();

            ele.TryPathTo("Range/Min", true, out subEle);
            subEle.Value = MinRange.ToString("G15");

            ele.TryPathTo("Range/Max", true, out subEle);
            subEle.Value = MaxRange.ToString("G15");

            ele.TryPathTo("LimbKillBehavior", true, out subEle);
            subEle.Value = LimbKillBehavior.ToString();

            ele.TryPathTo("Flags2", true, out subEle);
            subEle.Value = Flags2.ToString();

            ele.TryPathTo("AttackAnimationMultiplier", true, out subEle);
            subEle.Value = AttackAnimationMultiplier.ToString("G15");

            ele.TryPathTo("FireRate", true, out subEle);
            subEle.Value = FireRate.ToString("G15");

            ele.TryPathTo("ActionPointCost", true, out subEle);
            subEle.Value = ActionPointCost.ToString("G15");

            ele.TryPathTo("Rumble/LeftMotorStrength", true, out subEle);
            subEle.Value = RumbleLeftMotorStrength.ToString("G15");

            ele.TryPathTo("Rumble/RightMotorStrength", true, out subEle);
            subEle.Value = RumbleRightMotorStrength.ToString("G15");

            ele.TryPathTo("Rumble/Duration", true, out subEle);
            subEle.Value = RumbleDuration.ToString("G15");

            ele.TryPathTo("DamageToWeaponMult", true, out subEle);
            subEle.Value = DamageToWeaponMult.ToString("G15");

            ele.TryPathTo("AttackShotsPerSecond", true, out subEle);
            subEle.Value = AttackShotsPerSecond.ToString("G15");

            ele.TryPathTo("ReloadTime", true, out subEle);
            subEle.Value = ReloadTime.ToString("G15");

            ele.TryPathTo("JamTime", true, out subEle);
            subEle.Value = JamTime.ToString("G15");

            ele.TryPathTo("AimArc", true, out subEle);
            subEle.Value = AimArc.ToString("G15");

            ele.TryPathTo("Skill", true, out subEle);
            subEle.Value = Skill.ToString();

            ele.TryPathTo("Rumble/Pattern", true, out subEle);
            subEle.Value = RumblePattern.ToString();

            ele.TryPathTo("Rumble/Wavelength", true, out subEle);
            subEle.Value = RumbleWavelength.ToString("G15");

            ele.TryPathTo("LimbDamageMult", true, out subEle);
            subEle.Value = LimbDamageMult.ToString("G15");

            ele.TryPathTo("ResistanceType", true, out subEle);
            subEle.Value = ResistanceType.ToString();

            ele.TryPathTo("SightUsage", true, out subEle);
            subEle.Value = SightUsage.ToString("G15");

            ele.TryPathTo("SemiAutomaticFireDelay/Min", true, out subEle);
            subEle.Value = SemiAutomaticFireDelayMin.ToString("G15");

            ele.TryPathTo("SemiAutomaticFireDelay/Max", true, out subEle);
            subEle.Value = SemiAutomaticFireDelayMax.ToString("G15");

            ele.TryPathTo("Unknown3", true, out subEle);
            subEle.Value = Unknown3.ToString("G15");

            ele.TryPathTo("Mods/Mod1/Effect", true, out subEle);
            subEle.Value = Mod1Effect.ToString();

            ele.TryPathTo("Mods/Mod2/Effect", true, out subEle);
            subEle.Value = Mod2Effect.ToString();

            ele.TryPathTo("Mods/Mod3/Effect", true, out subEle);
            subEle.Value = Mod3Effect.ToString();

            ele.TryPathTo("Mods/Mod1/ValueA", true, out subEle);
            subEle.Value = Mod1ValueA.ToString("G15");

            ele.TryPathTo("Mods/Mod2/ValueA", true, out subEle);
            subEle.Value = Mod2ValueA.ToString("G15");

            ele.TryPathTo("Mods/Mod3/ValueA", true, out subEle);
            subEle.Value = Mod3ValueA.ToString("G15");

            ele.TryPathTo("PowerAttackAnimation", true, out subEle);
            subEle.Value = PowerAttackAnimation.ToString();

            ele.TryPathTo("StrengthRequirement", true, out subEle);
            subEle.Value = StrengthRequirement.ToString();

            ele.TryPathTo("Unknown4", true, out subEle);
            subEle.Value = Unknown4.ToString();

            ele.TryPathTo("Mods/Mod1/ReloadAnimation", true, out subEle);
            subEle.Value = Mod1ReloadAnimation.ToString();

            ele.TryPathTo("Unknown5", true, out subEle);
            subEle.Value = Unknown5.ToHex();

            ele.TryPathTo("AmmoRegenRate", true, out subEle);
            subEle.Value = AmmoRegenRate.ToString("G15");

            ele.TryPathTo("KillImpulse", true, out subEle);
            subEle.Value = KillImpulse.ToString("G15");

            ele.TryPathTo("Mods/Mod1/ValueB", true, out subEle);
            subEle.Value = Mod1ValueB.ToString("G15");

            ele.TryPathTo("Mods/Mod2/ValueB", true, out subEle);
            subEle.Value = Mod2ValueB.ToString("G15");

            ele.TryPathTo("Mods/Mod3/ValueB", true, out subEle);
            subEle.Value = Mod3ValueB.ToString("G15");

            ele.TryPathTo("ImpulseDistance", true, out subEle);
            subEle.Value = ImpulseDistance.ToString("G15");

            ele.TryPathTo("SkillRequirement", true, out subEle);
            subEle.Value = SkillRequirement.ToString();
        }
示例#5
0
 public override string ToString()
 {
     return(string.Format("{0} ({1}{2}DMG: {3}{4}, {5}x on Crit{6}){7}",
                          this.Name,
                          (FiringType != string.Empty ? string.Format("{0} ", FiringType) : string.Empty),
                          (Range > 0d ? string.Format("Rng: {0} ", Range.ToString()) : string.Empty),
                          WeaponDamage.ToString(),
                          (DamageType != string.Empty ? string.Format(" - ({0})", DamageType) : string.Empty),
                          CritMultiplier.ToString(),
                          ReloadTime > 0 ? (currentReload > 0 ? string.Format(", Reloading: {0}/{1}", currentReload, ReloadTime) : string.Format(", {0} Reload", ReloadTime.ToString())) : "",
                          IsDestroyed ? " [DESTROYED!]" : ""
                          ));
 }
 void Awake()
 {
     Damage.Reset();
     ReloadTime.Reset();
     ClipSize.Reset();
 }