示例#1
0
        // Equip Animation event.
        public void EquipAnimationEvent()
        {
            Weapon.WEAPONTYPE type = m_currentWeapon.getWeaponType();
            m_inEquipingAction = false;

            switch (type)
            {
            case Weapon.WEAPONTYPE.primary:
                // Select rifle as currentWeapon
                //  Debug.Log("Primary Equip finished");
                m_rifleProp.setVisible(false);
                m_currentWeapon = m_rifle;
                break;

            case Weapon.WEAPONTYPE.secondary:
                // Select pistol as currentWeapon
                // Debug.Log("Secondary Equip finished");
                m_pistolProp.setVisible(false);
                m_currentWeapon = m_pistol;
                break;
            }

            // Set Current Weapon Properties.
            m_currentWeapon.gameObject.SetActive(true);
            m_currentWeapon.setGunTarget(m_target);
        }
示例#2
0
        // UnEquip Animation event.
        public void UnEquipAnimationEvent()
        {
            Weapon.WEAPONTYPE type = m_currentWeapon.getWeaponType();
            m_currentWeapon.gameObject.SetActive(false);
            m_currentWeapon    = null;
            m_inEquipingAction = false;

            switch (type)
            {
            case Weapon.WEAPONTYPE.primary:
                m_rifleProp.setVisible(true);
                // Debug.Log("Primary Unequip Finished");
                break;

            case Weapon.WEAPONTYPE.secondary:
                m_pistolProp.setVisible(true);
                //Debug.Log("Secondary Unequip Finished");
                break;
            }
        }
示例#3
0
        private void getAllWeapons(Weapon[] weapons, WeaponProp[] props)
        {
            foreach (Weapon wep in weapons)
            {
                wep.setOwnerFaction(m_ownersFaction);
                wep.setAimed(false);
                wep.setGunTarget(m_target);
                wep.gameObject.SetActive(false);
                wep.addOnWeaponFireEvent(onWeaponFire);

                Weapon.WEAPONTYPE type = wep.getWeaponType();

                switch (type)
                {
                case Weapon.WEAPONTYPE.primary:
                    m_rifle = wep;
                    break;

                case Weapon.WEAPONTYPE.secondary:
                    m_pistol = wep;
                    break;
                }
            }

            foreach (WeaponProp prop in props)
            {
                Weapon.WEAPONTYPE type = prop.getPropType();

                switch (type)
                {
                case Weapon.WEAPONTYPE.primary:
                    m_rifleProp = prop;
                    break;

                case Weapon.WEAPONTYPE.secondary:
                    m_pistolProp = prop;
                    break;
                }
            }
        }