SanAndreasUnity/Assets/Scripts/Behaviours/Weapons/WeaponsManager.cs

75 lines
2.2 KiB
C#
Raw Normal View History

2020-05-31 17:07:22 +00:00
using System.Collections.Generic;
using UnityEngine;
namespace SanAndreasUnity.Behaviours.Weapons
{
public class WeaponsManager : MonoBehaviour {
2019-07-09 13:58:06 +00:00
public GameObject weaponPrefab;
2020-05-31 17:07:22 +00:00
[SerializeField] [Range(2.5f, 4.5f)] private float m_animConvertMultiplier = 3.5f;
public float AnimConvertMultiplier { get { return m_animConvertMultiplier; } set { m_animConvertMultiplier = value; } }
[SerializeField] [Range(0.0f, 2.0f)] private float m_gunFlashDuration = 0.035f;
public float GunFlashDuration { get { return m_gunFlashDuration; } set { m_gunFlashDuration = value; } }
[SerializeField] [Range(0.0f, 7200.0f)] private float m_gunFlashRotationSpeed = 1800.0f;
public float GunFlashRotationSpeed { get { return m_gunFlashRotationSpeed; } set { m_gunFlashRotationSpeed = value; } }
[Space(10)]
[Header("AIMWITHARM")]
public Vector3 AIMWITHARM_headRotationOffset = Vector3.zero;
public Vector3 AIMWITHARM_clavicleRotationOffset = Vector3.zero;
public Vector3 AIMWITHARM_upperArmRotationOffset = Vector3.zero;
public Vector3 AIMWITHARM_foreArmRotationOffset = Vector3.zero;
public Vector3 AIMWITHARM_handRotationOffset = Vector3.zero;
public bool AIMWITHARM_controlUpperArm = true;
public bool AIMWITHARM_controlForeArm = true;
public bool AIMWITHARM_controlHand = true;
// relative to player
public Vector3 AIMWITHARM_upperArmStartRotationEulers = new Vector3 (-1.686f, 164.627f, -97.904f);
public Vector3 AIMWITHARM_upperArmEndRotationEulers = new Vector3 (150f, -90f, 0f);
[Range(5, 175)] public float AIMWITHARM_maxAimAngle = 90f;
[Range(0, 90)] public float AIMWITHARM_maxHeadRotationAngle = 75f;
[Space(15)]
public Vector3 crouchSpineRotationOffset;
public Vector3 crouchSpineRotationOffset2;
[Space(15)]
public LayerMask projectileRaycastMask = Physics.DefaultRaycastLayers;
public bool drawLineFromGun = false;
2020-12-20 20:51:59 +00:00
public GameObject projectilePrefab;
public float projectileReloadTime = 3f;
2020-12-20 20:51:59 +00:00
2020-05-31 17:07:22 +00:00
public static WeaponsManager Instance { get; private set; }
void Awake ()
{
Instance = this;
}
public static float ConvertAnimTime (float timeInFile)
{
return timeInFile * Instance.AnimConvertMultiplier / 100.0f;
}
}
}