2020-05-31 17:07:22 +00:00
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using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Importing.Animation;
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using SanAndreasUnity.Importing.Weapons;
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using System.Linq;
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using SanAndreasUnity.Utilities;
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2019-04-25 19:16:43 +00:00
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using SanAndreasUnity.Net;
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2020-05-31 17:07:22 +00:00
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namespace SanAndreasUnity.Behaviours {
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public class WeaponHolder : MonoBehaviour {
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private Ped m_ped;
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public PedModel PlayerModel { get { return m_ped.PlayerModel; } }
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public Camera Camera { get { return m_ped.Camera; } }
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private Weapon[] weapons = new Weapon[(int)WeaponSlot.Count];
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public Weapon[] AllWeapons { get { return this.weapons.Where (w => w != null).ToArray (); } }
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2019-07-06 21:51:12 +00:00
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private int currentWeaponSlot = 0;
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2020-05-31 17:07:22 +00:00
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public int CurrentWeaponSlot { get { return this.currentWeaponSlot; } }
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public bool IsHoldingWeapon { get { return this.currentWeaponSlot > 0; } }
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public bool autoAddWeapon = false;
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#region Aiming
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// public bool IsAimOn { get; set; }
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// private bool m_isAiming = false;
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public bool IsAiming {
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get { return m_ped.CurrentState != null && m_ped.CurrentState is Peds.States.IAimState; }
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// private set {
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// if (value == m_isAiming)
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// return;
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// if (value) {
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// m_timeWhenStartedAiming = Time.time;
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// m_frameWhenStartedAiming = Time.frameCount;
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// }
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// m_isAiming = value;
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// }
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}
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// private float m_timeWhenStartedAiming = 0f;
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// public float TimeSinceStartedAiming { get { return Time.time - m_timeWhenStartedAiming; } }
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// private int m_frameWhenStartedAiming = 0;
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// public int NumFramesSinceStartedAiming { get { return Time.frameCount - m_frameWhenStartedAiming; } }
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public Vector3 AimDirection {
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get {
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2019-07-07 00:09:06 +00:00
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if (m_ped.IsControlledByLocalPlayer)
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{
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if (this.IsAiming && this.Camera != null)
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return this.Camera.transform.forward;
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else
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return this.transform.forward;
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}
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2020-05-31 17:07:22 +00:00
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else
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2019-07-07 00:09:06 +00:00
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{
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return m_ped.m_net_aimDir;
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}
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}
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set {
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m_ped.m_net_aimDir = value;
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2020-05-31 17:07:22 +00:00
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}
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}
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//[SerializeField] [Range(0,1)] private float m_aimWithRifleMinAnimTime = 0.0f;
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//public float AimWithRifleMinAnimTime { get { return m_aimWithRifleMinAnimTime; } set { m_aimWithRifleMinAnimTime = value; } }
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[SerializeField] [Range(0,4)] private float m_aimWithRifleMaxAnimTime = 0.7f;
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public float AimWithRifleMaxAnimTime { get { return m_aimWithRifleMaxAnimTime; } set { m_aimWithRifleMaxAnimTime = value; } }
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// [SerializeField] [Range(0,1)] private float m_aimWithArmMaxAnimTime = 1.0f;
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public Vector3 cameraAimOffset = new Vector3 (0.7f, 0.2f, -1);
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#endregion
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#region Firing
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public bool IsFiring {
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get { return m_ped.CurrentState != null && m_ped.CurrentState is Peds.States.IFireState; }
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}
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// public bool IsFireOn { get; set; }
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// public float TimeWhenStartedFiring { get; private set; }
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// public float TimeSinceStartedFiring { get { return Time.time - this.TimeWhenStartedFiring; } }
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#endregion
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2019-07-06 22:23:32 +00:00
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public Weapon CurrentWeapon { get => this.weapons[this.currentWeaponSlot]; }
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2020-05-31 17:07:22 +00:00
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private Transform CurrentWeaponTransform { get { return CurrentWeapon != null ? CurrentWeapon.transform : null; } }
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private int m_frameWhenSwitchedWeapon = 0;
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public int NumFramesSinceSwitchedWeapon { get { return Time.frameCount - m_frameWhenSwitchedWeapon; } }
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public Vector3 SpineOffset;
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public enum WeaponAttachType
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{
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None,
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RightHand,
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BothFingers
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}
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public WeaponAttachType weaponAttachType = WeaponAttachType.RightHand;
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public bool rotatePlayerInDirectionOfAiming = true;
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void Awake () {
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m_ped = this.GetComponent<Ped> ();
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}
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2019-04-25 00:16:46 +00:00
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void OnDisable()
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{
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// destroy all weapons
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2019-04-25 19:16:43 +00:00
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if (NetStatus.IsServer)
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2019-04-25 00:16:46 +00:00
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{
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2019-04-25 19:16:43 +00:00
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// we won't call RemoveAllWeapons() because it causes complications - it calls SwitchWeapon(), which
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// then calls StopFiring(), which then switches ped state, etc
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// no special reason for using AllWeapons
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foreach(var w in this.AllWeapons)
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{
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DestroyWeapon(w);
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}
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2019-04-25 00:16:46 +00:00
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}
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}
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2020-05-31 17:07:22 +00:00
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void Start ()
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{
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PlayerModel.onLateUpdate += this.UpdateWeaponTransform;
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2019-04-25 19:19:15 +00:00
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if (NetStatus.IsServer)
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2020-05-31 17:07:22 +00:00
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{
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2019-04-24 22:19:22 +00:00
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if (this.autoAddWeapon)
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2020-05-31 17:07:22 +00:00
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{
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2019-04-24 22:19:22 +00:00
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this.AddRandomWeapons();
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this.SwitchWeapon(WeaponSlot.Pistol);
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2020-05-31 17:07:22 +00:00
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}
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}
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}
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void Update () {
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if (!Loader.HasLoaded)
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return;
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//this.UpdateWeaponTransform ();
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if (CurrentWeapon != null) {
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CurrentWeapon.EnableOrDisableGunFlash ();
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CurrentWeapon.UpdateGunFlashRotation ();
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}
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// reload weapon ammo clip
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2019-04-25 19:21:43 +00:00
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if (NetStatus.IsServer)
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{
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if (CurrentWeapon != null) {
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if (CurrentWeapon.AmmoClipSize > 0 && CurrentWeapon.AmmoInClip <= 0) {
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int amountToRefill = Mathf.Min (CurrentWeapon.AmmoClipSize, CurrentWeapon.AmmoOutsideOfClip);
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CurrentWeapon.AmmoInClip = amountToRefill;
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CurrentWeapon.AmmoOutsideOfClip -= amountToRefill;
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}
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2020-05-31 17:07:22 +00:00
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}
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}
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}
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void LateUpdate_jdghrjgjr()
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{
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// all things that manipulate skeleton must be placed in LateUpdate(), because otherwise Animator will
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// override them
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// order of these functions is important
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UpdateAnims ();
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// RotatePlayerInDirectionOfAiming ();
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// this should be done AFTER the player has rotated in direction of aiming
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RotateSpine ();
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// this should be done after all other skeleton changes
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// idk why this boolean has to be checked - there are some race conditions with animations
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// - if we don't check it, weapons will start shaking
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// if (this.IsAiming)
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UpdateWeaponTransform ();
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}
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private void UpdateAnims ()
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{
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}
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private void RotateSpine ()
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{
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}
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public void UpdateWeaponTransform ()
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{
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// update transform of weapon
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if (CurrentWeaponTransform != null) {
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if (this.weaponAttachType == WeaponAttachType.BothFingers) {
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if (PlayerModel.RightFinger != null && PlayerModel.LeftFinger != null) {
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CurrentWeaponTransform.transform.position = PlayerModel.RightFinger.transform.position;
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Vector3 dir = (PlayerModel.LeftFinger.transform.position - PlayerModel.RightFinger.transform.position).normalized;
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Quaternion q = Quaternion.LookRotation (dir, transform.up);
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Vector3 upNow = q * Vector3.up;
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dir = Quaternion.AngleAxis (-90, upNow) * dir;
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CurrentWeaponTransform.transform.rotation = Quaternion.LookRotation (dir, transform.up);
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}
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} else if (this.weaponAttachType == WeaponAttachType.RightHand) {
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if (PlayerModel.RightHand != null) {
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Vector3 weaponPos = PlayerModel.RightHand.position;
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Transform rotationTr = PlayerModel.RightHand;
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// add aim offset
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// var aimOffset = CurrentWeapon.GunAimingOffset;
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// if (aimOffset != null)
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// weaponPos += rotationTr.forward * aimOffset.aimZ + rotationTr.right * aimOffset.aimX;
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CurrentWeaponTransform.transform.position = weaponPos;
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CurrentWeaponTransform.transform.rotation = rotationTr.rotation;
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}
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}
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}
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}
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public void SwitchWeapon( bool next )
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{
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2019-07-06 22:51:35 +00:00
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NetStatus.ThrowIfNotOnServer();
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2020-05-31 17:07:22 +00:00
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if (currentWeaponSlot < 0)
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currentWeaponSlot = 0;
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int delta = next ? 1 : -1;
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for (int i = currentWeaponSlot + delta, count = 0;
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i != currentWeaponSlot && count < weapons.Length;
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i += delta, count++) {
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if (i < 0)
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i = weapons.Length - 1;
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if (i >= weapons.Length)
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i = 0;
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if ( (int)WeaponSlot.Hand == i || weapons [i] != null ) {
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// this is a hand slot or there is a weapon in this slot
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// switch to it
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SwitchWeapon (i);
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break;
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}
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}
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}
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public void SwitchWeapon (int slotIndex)
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{
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2019-04-25 19:31:03 +00:00
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2019-07-06 23:10:36 +00:00
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if (slotIndex < 0)
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slotIndex = 0;
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2019-07-06 22:54:15 +00:00
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if (slotIndex == this.currentWeaponSlot)
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2020-05-31 17:07:22 +00:00
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return;
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2019-07-06 22:54:15 +00:00
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if (this.CurrentWeapon != null) {
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2020-05-31 17:07:22 +00:00
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// hide the weapon
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2019-07-06 22:54:15 +00:00
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HideWeapon( this.CurrentWeapon );
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2020-05-31 17:07:22 +00:00
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}
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if (slotIndex >= 0) {
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2019-07-06 22:23:32 +00:00
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//CurrentWeapon = weapons [slotIndex];
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2019-07-06 22:54:15 +00:00
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var w = this.weapons [slotIndex];
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2020-05-31 17:07:22 +00:00
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// show the weapon
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2019-07-06 22:23:32 +00:00
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if (w != null)
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UnHideWeapon (w);
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2020-05-31 17:07:22 +00:00
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} else {
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2019-07-06 22:23:32 +00:00
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//CurrentWeapon = null;
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2020-05-31 17:07:22 +00:00
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}
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2019-07-06 22:54:15 +00:00
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this.currentWeaponSlot = slotIndex;
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2020-05-31 17:07:22 +00:00
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m_frameWhenSwitchedWeapon = Time.frameCount;
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2019-07-06 23:10:36 +00:00
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if (NetStatus.IsServer)
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m_ped.StopFiring ();
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2020-05-31 17:07:22 +00:00
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this.UpdateWeaponTransform ();
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}
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private static void HideWeapon (Weapon weapon)
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{
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2019-07-07 00:18:36 +00:00
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//weapon.gameObject.SetActive (false);
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foreach (var r in weapon.GetComponentsInChildren<Renderer>()) {
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r.enabled = false;
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}
|
2020-05-31 17:07:22 +00:00
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}
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|
private static void UnHideWeapon (Weapon weapon)
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|
|
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|
{
|
2019-07-07 00:18:36 +00:00
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|
//weapon.gameObject.SetActive (true);
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|
foreach (var r in weapon.GetComponentsInChildren<Renderer>()) {
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|
r.enabled = true;
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}
|
2020-05-31 17:07:22 +00:00
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}
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|
2019-07-06 23:30:55 +00:00
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|
|
|
public void AddWeapon(Weapon weapon)
|
2020-05-31 17:07:22 +00:00
|
|
|
|
{
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|
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|
2019-07-06 23:30:55 +00:00
|
|
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|
int slotIndex = weapon.SlotIndex;
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|
|
if (this.weapons[slotIndex] == weapon) // trying to add the weapon that already exists
|
2019-04-25 19:37:39 +00:00
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|
return;
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|
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|
2020-05-31 17:07:22 +00:00
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|
|
|
// destroy current weapon at this slot
|
2019-07-06 23:30:55 +00:00
|
|
|
|
if (NetStatus.IsServer)
|
|
|
|
|
{
|
|
|
|
|
if (this.weapons [slotIndex] != null) {
|
|
|
|
|
DestroyWeapon (this.weapons [slotIndex]);
|
|
|
|
|
}
|
2020-05-31 17:07:22 +00:00
|
|
|
|
}
|
2019-07-06 23:30:55 +00:00
|
|
|
|
|
|
|
|
|
this.weapons [slotIndex] = weapon;
|
2020-05-31 17:07:22 +00:00
|
|
|
|
|
2019-07-06 23:30:55 +00:00
|
|
|
|
weapon.PedOwner = m_ped;
|
2020-05-31 17:07:22 +00:00
|
|
|
|
|
2019-07-06 23:30:55 +00:00
|
|
|
|
if (slotIndex == this.currentWeaponSlot) {
|
2020-05-31 17:07:22 +00:00
|
|
|
|
// update current weapon variable
|
2019-07-06 22:23:32 +00:00
|
|
|
|
//CurrentWeapon = weapons [slotIndex];
|
2020-05-31 17:07:22 +00:00
|
|
|
|
|
|
|
|
|
// update it's transform
|
|
|
|
|
this.UpdateWeaponTransform ();
|
|
|
|
|
} else {
|
2019-07-06 23:30:55 +00:00
|
|
|
|
// hide the newly added weapon
|
|
|
|
|
HideWeapon (weapon);
|
2020-05-31 17:07:22 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-06 23:30:55 +00:00
|
|
|
|
public void SetWeaponAtSlot (Importing.Items.Definitions.WeaponDef weaponDef, int slot)
|
|
|
|
|
{
|
|
|
|
|
this.SetWeaponAtSlot (weaponDef.Id, slot);
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-08 15:03:04 +00:00
|
|
|
|
public Weapon SetWeaponAtSlot (int weaponId, int slotIndex)
|
2019-07-06 23:30:55 +00:00
|
|
|
|
{
|
|
|
|
|
NetStatus.ThrowIfNotOnServer();
|
|
|
|
|
|
2019-07-08 15:03:04 +00:00
|
|
|
|
return Weapon.Create (weaponId, m_ped);
|
2019-07-06 23:30:55 +00:00
|
|
|
|
}
|
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
public Weapon GetWeaponAtSlot (int slotIndex)
|
|
|
|
|
{
|
|
|
|
|
return this.weapons [slotIndex];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void RemoveAllWeapons() {
|
|
|
|
|
|
2019-04-25 19:40:01 +00:00
|
|
|
|
if (!NetStatus.IsServer)
|
|
|
|
|
return;
|
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
this.SwitchWeapon (-1);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < this.weapons.Length; i++) {
|
|
|
|
|
if (this.weapons [i] != null)
|
|
|
|
|
DestroyWeapon (this.weapons [i]);
|
|
|
|
|
this.weapons [i] = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void DestroyWeapon (Weapon w)
|
|
|
|
|
{
|
|
|
|
|
Destroy (w.gameObject);
|
|
|
|
|
w.PedOwner = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void AddRandomWeapons ()
|
|
|
|
|
{
|
2019-04-25 19:42:48 +00:00
|
|
|
|
if (!NetStatus.IsServer)
|
|
|
|
|
return;
|
2020-05-31 17:07:22 +00:00
|
|
|
|
|
|
|
|
|
int[] slots = new int[] { WeaponSlot.Pistol, WeaponSlot.Shotgun, WeaponSlot.Submachine,
|
|
|
|
|
WeaponSlot.Machine, WeaponSlot.Rifle, WeaponSlot.Heavy
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var groups = WeaponData.LoadedWeaponsData.Where( wd => slots.Contains( wd.weaponslot ) )
|
|
|
|
|
.DistinctBy( wd => wd.weaponType )
|
|
|
|
|
.GroupBy( wd => wd.weaponslot );
|
|
|
|
|
|
|
|
|
|
foreach (var grp in groups) {
|
|
|
|
|
|
|
|
|
|
int count = grp.Count ();
|
|
|
|
|
if (count < 1)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
int index = Random.Range (0, count);
|
|
|
|
|
WeaponData chosenWeaponData = grp.ElementAt (index);
|
|
|
|
|
|
|
|
|
|
this.SetWeaponAtSlot (chosenWeaponData.modelId1, grp.Key);
|
|
|
|
|
|
|
|
|
|
// add some ammo
|
|
|
|
|
Weapon weapon = this.GetWeaponAtSlot( grp.Key );
|
|
|
|
|
AddRandomAmmoAmountToWeapon (weapon);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static void AddRandomAmmoAmountToWeapon (Weapon weapon)
|
|
|
|
|
{
|
2019-04-25 19:45:26 +00:00
|
|
|
|
if (!NetStatus.IsServer)
|
|
|
|
|
return;
|
|
|
|
|
|
2020-05-31 17:07:22 +00:00
|
|
|
|
weapon.AmmoInClip = weapon.AmmoClipSize;
|
|
|
|
|
weapon.AmmoOutsideOfClip += weapon.AmmoClipSize * Random.Range( 0, 11 );
|
|
|
|
|
weapon.AmmoOutsideOfClip += Random.Range (50, 200);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void OnDrawGizmosSelected ()
|
|
|
|
|
{
|
|
|
|
|
// draw gizmos for current weapon
|
|
|
|
|
|
|
|
|
|
if (CurrentWeapon != null) {
|
|
|
|
|
CurrentWeapon.OnDrawGizmosSelected ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// draw line from camera
|
|
|
|
|
F.GizmosDrawLineFromCamera ();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|