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https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 04:23:04 +00:00
implement reloading time - all weapons have it set to 0, except rockets
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4 changed files with 29 additions and 4 deletions
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@ -128,6 +128,7 @@ MonoBehaviour:
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drawLineFromGun: 0
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projectilePrefab: {fileID: 8038540346792760480, guid: 858b1226127ef9f4e8d16c9610e691b6,
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type: 3}
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projectileReloadTime: 2.5
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--- !u!114 &114529712737653322
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -369,7 +369,10 @@ namespace SanAndreasUnity.Behaviours
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this.FiresProjectile = s_weaponsUsingProjectile.Contains(this.Data.modelId1);
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if (this.FiresProjectile)
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{
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this.ProjectilePrefab = WeaponsSettings.projectilePrefab;
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this.ReloadTime = WeaponsSettings.projectileReloadTime;
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}
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}
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@ -524,6 +527,8 @@ namespace SanAndreasUnity.Behaviours
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public GameObject ProjectilePrefab { get; set; }
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public float ReloadTime { get; set; } = 0;
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// TODO: this function should be removed, and new one should be created: OnAnimsUpdated
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public virtual void UpdateAnimWhileHolding ()
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@ -110,6 +110,9 @@ namespace SanAndreasUnity.Behaviours {
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public bool rotatePlayerInDirectionOfAiming = true;
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private float m_timeSinceStartedReloading = 0;
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void Awake () {
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@ -161,17 +164,31 @@ namespace SanAndreasUnity.Behaviours {
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}
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// reload weapon ammo clip
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bool isReloadingNow = false;
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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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if (CurrentWeapon.AmmoClipSize > 0 && CurrentWeapon.AmmoInClip <= 0 && CurrentWeapon.AmmoOutsideOfClip > 0)
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{
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isReloadingNow = true;
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m_timeSinceStartedReloading += Time.deltaTime;
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if (m_timeSinceStartedReloading >= CurrentWeapon.ReloadTime)
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{
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m_timeSinceStartedReloading = 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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}
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}
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}
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if (!isReloadingNow)
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m_timeSinceStartedReloading = 0;
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}
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void LateUpdate_jdghrjgjr()
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@ -304,6 +321,7 @@ namespace SanAndreasUnity.Behaviours {
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this.currentWeaponSlot = slotIndex;
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m_frameWhenSwitchedWeapon = Time.frameCount;
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m_timeSinceStartedReloading = 0;
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if (NetStatus.IsServer)
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m_ped.StopFiring ();
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@ -51,6 +51,7 @@ namespace SanAndreasUnity.Behaviours.Weapons
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public bool drawLineFromGun = false;
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public GameObject projectilePrefab;
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public float projectileReloadTime = 3f;
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public static WeaponsManager Instance { get; private set; }
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