using System.Collections.Generic; using UnityEngine; namespace SanAndreasUnity.Behaviours.Weapons { public class WeaponsManager : MonoBehaviour { [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; public static WeaponsManager Instance { get; private set; } void Awake () { Instance = this; } public static float ConvertAnimTime (float timeInFile) { return timeInFile * Instance.AnimConvertMultiplier / 100.0f; } } }