mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
678 lines
17 KiB
C#
678 lines
17 KiB
C#
using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Weapons;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.Weapons;
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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using SanAndreasUnity.Importing.Animation;
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using System.Reflection;
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namespace SanAndreasUnity.Behaviours
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{
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public static class WeaponSlot
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{
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public static readonly int Hand = 0,
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Melee = 1,
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Pistol = 2,
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Shotgun = 3,
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Submachine = 4, // uzi, mp5, tec9
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Machine = 5, // ak47, m4
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Rifle = 6,
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Heavy = 7, // rocket launcher, flame thrower, minigun
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SatchelCharge = 8,
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Misc = 9, // spraycan, extinguisher, camera
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Misc2 = 10, // dildo, vibe, flowers, cane
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Special = 11, // parachute, goggles
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Detonator = 12,
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Count = 13;
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}
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public static class WeaponId
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{
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public static readonly int Pistol = 346;
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public static readonly int PistolSilenced = 347;
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public static readonly int DesertEagle = 348;
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public static readonly int Shotgun = 349;
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public static readonly int SawnOff = 350;
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public static readonly int SPAS12 = 351;
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public static readonly int MicroUzi = 352;
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public static readonly int Tec9 = 372;
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public static readonly int MP5 = 353;
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public static readonly int AK47 = 355;
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public static readonly int M4 = 356;
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public static readonly int CountryRifle = 357;
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public static readonly int SniperRifle = 358;
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public static readonly int RocketLauncher = 359;
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public static readonly int RocketLauncherHS = 360;
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public static readonly int FlameThrower = 361;
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public static readonly int MiniGun = 362;
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}
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// public class WeaponData
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// {
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// public string type = "";
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// public string fireType = "";
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// public float targetRange = 0;
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// public float weaponRange = 0;
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// public int modelId = -1;
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// public int slot = -1;
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// public AnimGroup animGroup = AnimGroup.None;
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// public int clipCapacity = 0;
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// public int damage = 0;
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// }
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public class Weapon : MonoBehaviour
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{
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private WeaponDef definition = null;
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public WeaponDef Definition { get { return this.definition; } }
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private WeaponData data = null;
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public WeaponData Data { get { return this.data; } }
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private WeaponData.GunAimingOffset gunAimingOffset;
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public WeaponData.GunAimingOffset GunAimingOffset { get { return this.gunAimingOffset; } }
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public int SlotIndex { get { return this.Data.weaponslot; } }
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public bool IsGun { get { return this.data.gunData != null; } }
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public int AmmoClipSize { get { return this.data.gunData != null ? this.data.gunData.ammoClip : 0 ; } }
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public int AmmoInClip { get; set; }
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public int AmmoOutsideOfClip { get; set; }
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public int TotalAmmo { get { return this.AmmoInClip + this.AmmoOutsideOfClip; } }
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public Texture2D HudTexture { get; private set; }
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protected Ped m_ped { get; private set; }
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public Ped PedOwner { get { return m_ped; } internal set { m_ped = value; } }
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private static List<System.Type> s_weaponTypes = new List<System.Type> ();
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protected WeaponsManager WeaponsSettings { get { return WeaponsManager.Instance; } }
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private static GameObject s_weaponsContainer = null;
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public static Texture2D CrosshairTexture { get; set; }
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public static Texture2D FistTexture { get; set; }
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public AnimationState AimAnimState { get; set; }
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private float m_aimAnimTimeForAimWithArmWeapon = 0f;
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//public bool IsInsideFireAnim { get { return this.AimAnimState != null && this.AimAnimState.enabled && this.AimAnimState.time > this.AimAnimMaxTime; } }
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public Transform GunFlash { get; private set; }
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// weapon sounds are located in SFX -> GENRL -> BANK 137
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// these indexes represent indexes of sounds in that bank
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public static Dictionary<int, int> weaponSoundIndexes = new Dictionary<int, int>() {
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{WeaponId.Pistol, 6}, // not correct
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{WeaponId.PistolSilenced, 24},
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{WeaponId.DesertEagle, 6},
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{WeaponId.Shotgun, 21},
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{WeaponId.SawnOff, 21},
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{WeaponId.SPAS12, 22},
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{WeaponId.Tec9, 1},
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{WeaponId.MicroUzi, 0},
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{WeaponId.MP5, 18},
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{WeaponId.AK47, 4},
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{WeaponId.M4, 3},
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{WeaponId.CountryRifle, 26},
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{WeaponId.SniperRifle, 26},
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{WeaponId.MiniGun, 11},
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// {WeaponId.RocketLauncher, 68},
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// {WeaponId.RocketLauncherHS, 68},
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};
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// used to play weapon sound
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AudioSource m_audioSource;
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/*
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#region SyncVars
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[SyncVar] int m_net_id = 0;
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[SyncVar] int m_net_ammoInClip = 0;
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[SyncVar] int m_net_ammoOutsideOfClip = 0;
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#endregion
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*/
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static Weapon ()
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{
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// obtain all weapon types
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var myType = typeof (Weapon);
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foreach (Assembly a in System.AppDomain.CurrentDomain.GetAssemblies())
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{
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s_weaponTypes.AddRange (a.GetTypes ().Where (t => t.IsSubclassOf (myType)));
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}
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}
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public static Weapon Load (int modelId)
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{
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WeaponDef def = Item.GetDefinition<WeaponDef> (modelId);
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if (null == def)
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return null;
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WeaponData weaponData = WeaponData.LoadedWeaponsData.FirstOrDefault (wd => wd.modelId1 == def.Id);
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if (null == weaponData)
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return null;
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var geoms = Geometry.Load (def.ModelName, def.TextureDictionaryName);
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if (null == geoms)
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return null;
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if (null == s_weaponsContainer) {
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s_weaponsContainer = new GameObject ("Weapons");
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// weaponsContainer.SetActive (false);
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}
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GameObject go = new GameObject (def.ModelName);
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go.transform.SetParent (s_weaponsContainer.transform);
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geoms.AttachFrames (go.transform, MaterialFlags.Default);
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Weapon weapon = AddWeaponComponent (go, weaponData);
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weapon.definition = def;
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weapon.data = weaponData;
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// cache gun aiming offset
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if (weapon.data.gunData != null)
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weapon.gunAimingOffset = weapon.data.gunData.aimingOffset;
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// load hud texture
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try {
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weapon.HudTexture = TextureDictionary.Load( def.TextureDictionaryName ).GetDiffuse( def.TextureDictionaryName + "icon" ).Texture;
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} catch {
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Debug.LogErrorFormat ("Failed to load hud icon for weapon: model {0}, txd {1}", def.ModelName, def.TextureDictionaryName);
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}
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// weapon sound
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F.RunExceptionSafe (() => {
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if (weaponSoundIndexes.ContainsKey (modelId))
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{
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var audioSource = go.GetOrAddComponent<AudioSource> ();
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audioSource.playOnAwake = false;
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Debug.LogFormat("loading weapon sound, bank index {0}", weaponSoundIndexes [modelId] );
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var audioClip = Audio.AudioManager.CreateAudioClipFromSfx ("GENRL", 136, 0,
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Audio.AudioManager.SfxGENRL137Timings[ weaponSoundIndexes [modelId] ] );
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audioSource.clip = audioClip;
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weapon.m_audioSource = audioSource;
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}
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});
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weapon.InitWeapon();
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return weapon;
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}
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private static Weapon AddWeaponComponent (GameObject go, WeaponData data)
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{
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// find type which inherits Weapon class, and whose name matches the one in data
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string typeName = data.weaponType.Replace ("_", "");
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var type = s_weaponTypes.Where (t => 0 == string.Compare (t.Name, typeName, true)).FirstOrDefault ();
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if (type != null) {
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return (Weapon)go.AddComponent (type);
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} else {
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return go.AddComponent<Weapon> ();
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}
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}
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public bool HasFlag( GunFlag gunFlag ) {
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if (this.data != null && this.data.gunData != null)
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return this.data.gunData.HasFlag (gunFlag);
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return false;
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}
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public static string ExtractAnimGroupName(string assocGroupId)
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{
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if( assocGroupId.EndsWith( "bad" ) )
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return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
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if( assocGroupId.EndsWith( "pro" ) )
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return assocGroupId.Substring( 0, assocGroupId.Length - 3 );
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return assocGroupId;
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}
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protected virtual void Awake ()
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{
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this.GunFlash = this.transform.FindChildRecursive("gunflash");
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}
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/// <summary>
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/// Called after creating a weapon and assigning it's parameters, such are WeaponData and HUD texture.
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/// Use this method to assign aim animations and timings, or initialize anything else related to weapon.
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/// </summary>
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protected virtual void InitWeapon()
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{
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// set default weapon anims and other params
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string animGroup = ExtractAnimGroupName( this.Data.gunData.AssocGroupId );
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this.CanCrouchAim = this.HasFlag( GunFlag.CROUCHFIRE );
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if( this.HasFlag( GunFlag.CROUCHFIRE ) )
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this.CrouchAimAnim = new AnimId( animGroup, animGroup + "_crouchfire" );
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else
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this.CrouchAimAnim = new AnimId( "RIFLE", "RIFLE_crouchfire" );
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this.CrouchAimAnimMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2Start);
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this.CrouchAimAnimFireMaxTime = WeaponsManager.ConvertAnimTime (this.Data.gunData.animLoop2End);
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this.CrouchSpineRotationOffset = WeaponsSettings.crouchSpineRotationOffset;
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}
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protected virtual void Start ()
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{
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}
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protected virtual void Update ()
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{
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if (WeaponsSettings.drawLineFromGun)
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{
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Vector3 start, end;
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this.GetLineFromGun (out start, out end);
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GLDebug.DrawLine (start, end, Color.red, 0, true);
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}
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}
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public virtual bool CanSprintWithIt {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM))
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return true;
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if (this.SlotIndex == WeaponSlot.Heavy || this.SlotIndex == WeaponSlot.Machine || this.SlotIndex == WeaponSlot.Rifle
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|| this.SlotIndex == WeaponSlot.Shotgun)
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return false;
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return true;
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}
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}
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public bool IsHeavy { get { return this.HasFlag (GunFlag.HEAVY); } }
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public bool CanCrouchAim { get; set; }
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public virtual bool CanTurnInDirectionOtherThanAiming {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM))
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return true;
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return false;
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}
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}
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public virtual AnimId IdleAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Idle);
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} else {
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return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.IdleArmed);
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}
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}
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}
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public virtual AnimId WalkAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Walk);
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} else {
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return new AnimId (AnimGroup.Gun, AnimIndex.WALK_armed);
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}
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}
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}
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public virtual AnimId RunAnim {
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get {
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if (this.HasFlag (GunFlag.AIMWITHARM)) {
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return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run);
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} else {
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return new AnimId (AnimGroup.Gun, AnimIndex.run_armed);
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}
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}
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}
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public virtual AnimId GetAnimBasedOnMovement (bool canSprint)
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{
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Ped ped = m_ped;
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if (ped.IsRunOn) {
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return this.RunAnim;
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} else if (ped.IsWalkOn) {
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return this.WalkAnim;
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} else if (ped.IsSprintOn) {
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if (canSprint) {
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return new AnimId (AnimGroup.MyWalkCycle, AnimIndex.sprint_civi);
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} else {
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return this.IdleAnim;
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}
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} else {
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// player is standing
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return this.IdleAnim;
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}
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}
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public virtual AnimId AimAnim {
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get {
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return new AnimId (AnimGroup.Rifle, AnimIndex.RIFLE_fire);
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}
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}
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public virtual AnimId AimAnimLowerPart
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{
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get
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{
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return new AnimId(AnimGroup.MyWalkCycle, AnimIndex.GUN_STAND);
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}
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}
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public AnimId CrouchAimAnim { get; set; }
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public virtual float AimAnimMaxTime {
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get {
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return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopStart);
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}
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}
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public virtual float AimAnimFireMaxTime {
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get {
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return Weapons.WeaponsManager.ConvertAnimTime (this.data.gunData.animLoopEnd);
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}
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}
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public float CrouchAimAnimMaxTime { get; set; }
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public float CrouchAimAnimFireMaxTime { get; set; }
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public virtual float GunFlashDuration {
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get {
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return Weapons.WeaponsManager.Instance.GunFlashDuration;
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}
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}
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public Vector3 CrouchSpineRotationOffset { get; set; }
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public bool IsAimingBack () {
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if (null == m_ped)
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return false;
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if (!this.HasFlag (GunFlag.AIMWITHARM))
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return false;
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if (!m_ped.IsAiming)
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return false;
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Vector3 aimDirLocal = m_ped.transform.InverseTransformDirection (m_ped.AimDirection);
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float oppositeSideAngle = Vector3.Angle( Vector3.forward, aimDirLocal.WithXAndZ () );
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return oppositeSideAngle > WeaponsSettings.AIMWITHARM_maxAimAngle;
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}
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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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{
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Ped ped = m_ped;
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ped.PlayerModel.PlayAnim (this.GetAnimBasedOnMovement (this.CanSprintWithIt));
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}
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public virtual void EnableOrDisableGunFlash ()
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{
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Ped ped = m_ped;
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// enable/disable gun flash
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if (this.GunFlash != null) {
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bool shouldBeVisible = false;
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// if (this.HasFlag (GunFlag.AIMWITHARM)) {
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// shouldBeVisible = m_aimAnimTimeForAimWithArmWeapon.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration);
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// }
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// else
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{
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if (AimAnimState != null && AimAnimState.enabled) {
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// aim anim is being played
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if (AimAnimState.time.BetweenExclusive (this.AimAnimMaxTime, this.AimAnimMaxTime + this.GunFlashDuration)) {
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// muzzle flash should be visible
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shouldBeVisible = true;
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}
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}
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}
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shouldBeVisible &= ped.IsFiring;
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this.GunFlash.gameObject.SetActive (shouldBeVisible);
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}
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}
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public virtual void UpdateGunFlashRotation ()
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{
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if (null == this.GunFlash)
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return;
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if (!this.GunFlash.gameObject.activeInHierarchy)
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return;
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float randomFactor = Random.Range (0.75f, 1.25f);
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float delta = WeaponsManager.Instance.GunFlashRotationSpeed * Time.deltaTime * randomFactor;
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this.GunFlash.rotation *= Quaternion.AngleAxis (delta, Vector3.right);
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}
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#region Firing
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public float MaxRange { get { return this.Data.weaponRange; } }
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public float Damage { get { return this.Data.gunData.damage; } }
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public virtual void PlayFireSound ()
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{
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if (m_audioSource && m_audioSource.clip)
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{
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if(!m_audioSource.isPlaying)
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{
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// int bankIndex = weaponSoundIndexes [this.Definition.Id];
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// Audio.AudioManager.SfxGENRL137Timings [bankIndex];
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// int startTimeMs = 0;
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// int endTimeMs = 0;
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//
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// float startTime = startTimeMs / 1000f;
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// float endTime = endTimeMs / 1000f;
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// Debug.LogFormat("playing weapon sound, start time {0}, end time {1}, bank index {2}", startTime, endTime, bankIndex);
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// m_audioSource.Stop();
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// m_audioSource.time = startTime;
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// m_audioSource.Play();
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// m_audioSource.SetScheduledEndTime( AudioSettings.dspTime + (endTime - startTime) );
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// Debug.LogFormat("playing weapon sound");
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m_audioSource.Stop();
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m_audioSource.time = 0f;
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m_audioSource.Play();
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}
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}
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}
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public virtual void FireProjectile ()
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{
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// obtain fire position and direction
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Vector3 firePos = this.GetFirePos ();
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Vector3 fireDir = this.GetFireDir ();
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// raycast against all (non-breakable ?) objects
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RaycastHit hit;
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if (this.ProjectileRaycast (firePos, fireDir, out hit))
|
|
{
|
|
// if target object has damageable script, inflict damage to it
|
|
|
|
var damageable = hit.transform.GetComponent<Damageable> ();
|
|
if (damageable)
|
|
{
|
|
// ray hit something that can be damaged
|
|
// damage it
|
|
damageable.Damage( new DamageInfo() { amount = this.Damage } );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public bool ProjectileRaycast (Vector3 source, Vector3 dir, out RaycastHit hit)
|
|
{
|
|
return Physics.Raycast (source, dir, out hit, this.MaxRange, WeaponsManager.Instance.projectileRaycastMask);
|
|
}
|
|
|
|
public void GetLineFromGun (out Vector3 start, out Vector3 end)
|
|
{
|
|
float distance = this.MaxRange;
|
|
Vector3 firePos = this.GetFirePos ();
|
|
Vector3 fireDir = this.GetFireDir ();
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (firePos, fireDir, out hit))
|
|
{
|
|
distance = hit.distance;
|
|
}
|
|
|
|
start = firePos;
|
|
end = firePos + fireDir * distance;
|
|
}
|
|
|
|
public virtual Vector3 GetFirePos ()
|
|
{
|
|
Vector3 firePos;
|
|
|
|
if (this.GunFlash != null)
|
|
firePos = this.GunFlash.transform.position;
|
|
else
|
|
firePos = this.transform.TransformPoint (this.Data.gunData.fireOffset);
|
|
|
|
return firePos;
|
|
}
|
|
|
|
public virtual Vector3 GetFireDir ()
|
|
{
|
|
|
|
if (m_ped)
|
|
{
|
|
if (this.IsAimingBack ())
|
|
return m_ped.transform.up;
|
|
|
|
if (m_ped.IsLocalPlayer && m_ped.Camera != null)
|
|
{
|
|
// find ray going into the world
|
|
Ray ray = m_ped.Camera.GetRayFromCenter ();
|
|
|
|
// raycast
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (ray.origin, ray.direction, out hit))
|
|
{
|
|
return (hit.point - this.GetFirePos ()).normalized;
|
|
}
|
|
|
|
// if any object is hit, direction will be from fire position to hit point
|
|
|
|
// if not, direction will be same as aim direction
|
|
|
|
}
|
|
|
|
return m_ped.WeaponHolder.AimDirection;
|
|
}
|
|
else if (this.GunFlash)
|
|
return this.GunFlash.transform.right;
|
|
else
|
|
return this.transform.right;
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
public virtual void OnDrawGizmosSelected ()
|
|
{
|
|
// draw rays from gun
|
|
|
|
|
|
Vector3 firePos = this.GetFirePos ();
|
|
|
|
// ray based on transform
|
|
Gizmos.color = Color.yellow;
|
|
GizmosDrawCastedRay (firePos, this.transform.right);
|
|
|
|
// ray based on gun flash transform
|
|
if (this.GunFlash != null)
|
|
{
|
|
Gizmos.color = F.OrangeColor;
|
|
GizmosDrawCastedRay (firePos, this.GunFlash.transform.right);
|
|
}
|
|
|
|
// ray based on aiming direction
|
|
if (m_ped != null)
|
|
{
|
|
Gizmos.color = Color.red;
|
|
GizmosDrawCastedRay (firePos, m_ped.WeaponHolder.AimDirection);
|
|
}
|
|
|
|
// ray based on firing direction
|
|
Gizmos.color = Color.black;
|
|
GizmosDrawCastedRay (firePos, this.GetFireDir ());
|
|
|
|
}
|
|
|
|
public void GizmosDrawCastedRay (Vector3 source, Vector3 dir)
|
|
{
|
|
float distance = 100f;
|
|
RaycastHit hit;
|
|
if (this.ProjectileRaycast (source, dir, out hit))
|
|
{
|
|
distance = hit.distance;
|
|
}
|
|
|
|
Gizmos.DrawLine (source, source + dir * distance);
|
|
}
|
|
|
|
}
|
|
|
|
}
|