public void PlaySound(WeaponAudio sound) { switch (sound) { case WeaponAudio.Fire: fireSource.Play(); break; case WeaponAudio.Reload: reloadSource.Play(); break; case WeaponAudio.Melee: meleeSource.Play(); break; case WeaponAudio.Ready: readySource.Play(); break; case WeaponAudio.Bolt: boltSource.Play(); break; case WeaponAudio.Pump: pumpSource.Play(); break; } }
protected void PlaySound(WeaponAudio sound) { if (audioManager) { audioManager.PlaySound(sound); } }
private void ChargeEffect() { OnFirstShot(); m_chargeEffect.gameObject.SetActive(true); m_chargeEffect.Play(true); WeaponAudio.clip = Weapon.ChargeAudio; WeaponAudio.Play(); }
void Start() { initialPosition = transform.localPosition; //position based on the parent not the world initialRotation = transform.localRotation.eulerAngles; weaponAnimations = GetComponent <WeaponAnimations>(); weaponAudio = GetComponent <WeaponAudio>(); weaponManager = GetComponent <WeaponManager>(); weaponADS = GetComponent <WeaponAimDownSights>(); }
// Use this for initialization void Start() { roundManager = GameObject.Find("GameManager1").GetComponent <RoundManager>(); weaponAudio = gameObject.GetComponentInParent <WeaponAudio>(); hitParticle = GetComponent <ParticleSystem>(); hitPartMain = hitParticle.main; if (weaponAudio == null) { weaponAudio = transform.root.GetComponent <WeaponAudio>(); } }
private void Awake() { _weaponAudio = GetComponent <WeaponAudio>(); _weaponStats = GetComponent <WeaponStats>(); if (_weaponStats == null) { Debug.LogError("No Weapon Stats!"); } _animator = GetComponent <Animator>(); if (_animator == null) { Debug.LogError("No Animator!"); } assignSecondaryFunction(); _weaponRecoil = GetComponent <WeaponRecoil>(); }
override protected void RealOnEnable() { weaponAudio = GetComponent <WeaponAudio>(); resourceLevel = weaponData.resource.resourceCap; prevPosition = nextPosition = transform.position; prevVelocity = nextVelocity = Vector3.zero; if (weaponData.shot.rate < 0.01f) { weaponData.shot.rate = 0.01f; } //TODO find way to remove this, either in serialization or checking is subweapons is allocated if (weaponData.projectile.subweapons == null) { weaponData.projectile.subweapons = new List <Data.SubweaponData>(); } }
protected override void ShootEffectRpc(Vector3 dir) { m_chargeEffect.gameObject.SetActive(false); WeaponAudio.Stop(); var startPoint = MuzzleFlash.transform.position; var endPoint = MuzzleFlash.transform.position + dir * m_fireDistance; Recoil(); PlayMuzzleFlash(); PlayAudio(); m_lineRender.SetPosition(0, startPoint); m_lineRender.SetPosition(1, endPoint); m_hitEffect.transform.position = endPoint; m_hitEffect.Play(true); m_lineAnimation.Play(); }