mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-24 11:23:06 +00:00
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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public class WeaponsManager : MonoBehaviour {
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[SerializeField] [Range(2.5f, 4.5f)] private float m_animConvertMultiplier = 3.5f;
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public float AnimConvertMultiplier { get { return m_animConvertMultiplier; } set { m_animConvertMultiplier = value; } }
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[SerializeField] [Range(0.0f, 2.0f)] private float m_gunFlashDuration = 0.035f;
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public float GunFlashDuration { get { return m_gunFlashDuration; } set { m_gunFlashDuration = value; } }
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[SerializeField] [Range(0.0f, 7200.0f)] private float m_gunFlashRotationSpeed = 1800.0f;
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public float GunFlashRotationSpeed { get { return m_gunFlashRotationSpeed; } set { m_gunFlashRotationSpeed = value; } }
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[Space(10)]
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[Header("AIMWITHARM")]
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public Vector3 AIMWITHARM_headRotationOffset = Vector3.zero;
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public Vector3 AIMWITHARM_clavicleRotationOffset = Vector3.zero;
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public Vector3 AIMWITHARM_upperArmRotationOffset = Vector3.zero;
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public Vector3 AIMWITHARM_foreArmRotationOffset = Vector3.zero;
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public Vector3 AIMWITHARM_handRotationOffset = Vector3.zero;
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public bool AIMWITHARM_controlUpperArm = true;
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public bool AIMWITHARM_controlForeArm = true;
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public bool AIMWITHARM_controlHand = true;
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// relative to player
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public Vector3 AIMWITHARM_upperArmStartRotationEulers = new Vector3 (-1.686f, 164.627f, -97.904f);
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public Vector3 AIMWITHARM_upperArmEndRotationEulers = new Vector3 (150f, -90f, 0f);
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[Range(5, 175)] public float AIMWITHARM_maxAimAngle = 90f;
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[Range(0, 90)] public float AIMWITHARM_maxHeadRotationAngle = 75f;
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[Space(15)]
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public Vector3 crouchSpineRotationOffset;
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public Vector3 crouchSpineRotationOffset2;
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[Space(15)]
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public LayerMask projectileRaycastMask = Physics.DefaultRaycastLayers;
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public bool drawLineFromGun = false;
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public static WeaponsManager Instance { get; private set; }
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void Awake ()
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{
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Instance = this;
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}
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public static float ConvertAnimTime (float timeInFile)
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{
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return timeInFile * Instance.AnimConvertMultiplier / 100.0f;
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}
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}
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}
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