add some extra assets FX and SFX
This commit is contained in:
@@ -175,6 +175,8 @@ public class IKWeaponSystem : weaponObjectInfo
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public weaponAttachmentSystem mainWeaponAttachmentSystem;
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public bool weaponUsesAttachment;
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public bool ignoreUseAttachmentSystem;
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public bool jumpingOnProcess;
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bool weaponInJumpStart;
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bool weaponInJumpEnd;
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@@ -792,9 +794,18 @@ public class IKWeaponSystem : weaponObjectInfo
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if (weaponsManager.checkIfHideWeaponMeshWhenNotUsed (hideWeaponIfKeptInThirdPerson)) {
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enableOrDisableWeaponMesh (false);
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if (checkIfWeaponUsesAttachment ()) {
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mainWeaponAttachmentSystem.checkInitializeAttachmentElements ();
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}
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}
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}
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public bool checkIfWeaponUsesAttachment ()
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{
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return weaponUsesAttachment && !ignoreUseAttachmentSystem;
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}
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public void setPlayerOnJumpStartState (bool state)
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{
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playerOnJumpStart = state;
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@@ -938,6 +949,11 @@ public class IKWeaponSystem : weaponObjectInfo
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return weaponSystemManager.getWeaponSystemAmmoName ();
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}
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public int getWeaponOriginalClipSize ()
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{
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return weaponSystemManager.getWeaponOriginalClipSize ();
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}
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public void setRemainAmmoAmount (int newRemainAmmoAmount)
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{
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weaponSystemManager.setRemainAmmoAmount (newRemainAmmoAmount);
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@@ -5688,6 +5704,44 @@ public class IKWeaponSystem : weaponObjectInfo
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}
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}
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public void resetWeaponPositionInAnyView ()
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{
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bool firstPersonActive = isPlayerCameraFirstPersonActive ();
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Transform newParent = weaponsManager.getWeaponsParent ();
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if (newParent == null) {
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newParent = weaponsManager.getPlayerManagersParentGameObject ();
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}
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Transform newParentWeaponMesh = newParent;
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if (usingDualWeapon) {
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if (usingRightHandDualWeapon) {
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if (firstPersonActive) {
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newParentWeaponMesh = firstPersonWeaponInfo.rightHandDualWeaopnInfo.keepPosition;
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} else {
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newParentWeaponMesh = thirdPersonWeaponInfo.rightHandDualWeaopnInfo.keepPosition;
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}
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} else {
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if (firstPersonActive) {
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newParentWeaponMesh = firstPersonWeaponInfo.leftHandDualWeaponInfo.keepPosition;
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} else {
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newParentWeaponMesh = thirdPersonWeaponInfo.leftHandDualWeaponInfo.keepPosition;
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}
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}
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} else {
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if (firstPersonActive) {
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newParentWeaponMesh = firstPersonWeaponInfo.keepPosition;
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} else {
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newParentWeaponMesh = thirdPersonWeaponInfo.keepPosition;
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}
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}
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weaponTransform.localPosition = newParentWeaponMesh.localPosition;
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weaponTransform.localRotation = newParentWeaponMesh.localRotation;
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}
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public void setWeaponHasRecoilState (bool state)
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{
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thirdPersonWeaponInfo.weaponHasRecoil = state;
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@@ -6688,6 +6742,116 @@ public class IKWeaponSystem : weaponObjectInfo
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weaponSystemManager.enableOrDisableWeaponMesh (state);
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}
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public void setWeaponMeshScale (float newValue)
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{
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weaponSystemManager.setWeaponMeshScale (newValue);
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}
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public void adjustAllFireWeaponTransformReferencePosition (float newValue)
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{
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thirdPersonWeaponInfo.aimPosition.localPosition *= newValue;
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thirdPersonWeaponInfo.walkPosition.localPosition *= newValue;
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thirdPersonWeaponInfo.aimRecoilPosition.localPosition *= newValue;
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if (thirdPersonWeaponInfo.surfaceCollisionPosition != null) {
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thirdPersonWeaponInfo.surfaceCollisionPosition.localPosition *= newValue;
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}
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if (thirdPersonWeaponInfo.surfaceCollisionRayPosition != null) {
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thirdPersonWeaponInfo.surfaceCollisionRayPosition.localPosition *= newValue;
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}
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if (thirdPersonWeaponInfo.weaponPositionInHandForDeactivateIK != null) {
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thirdPersonWeaponInfo.weaponPositionInHandForDeactivateIK.localPosition *= newValue;
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}
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if (thirdPersonWeaponInfo.weaponPivotPoint != null) {
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thirdPersonWeaponInfo.weaponPivotPoint.localPosition *= newValue;
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}
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if (thirdPersonWeaponInfo.weaponRotationPointHeadLookTarget != null) {
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thirdPersonWeaponInfo.weaponRotationPointHeadLookTarget.localPosition *= newValue;
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}
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currentKeepPath = thirdPersonWeaponInfo.keepPath;
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for (int j = 0; j < currentKeepPath.Count; j++) {
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if (currentKeepPath [j] != null) {
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if (currentKeepPath [j] != thirdPersonWeaponInfo.walkPosition) {
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currentKeepPath [j].localPosition *= newValue;
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}
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}
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}
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for (int i = 0; i < thirdPersonWeaponInfo.handsInfo.Count; i++) {
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for (int j = 0; j < thirdPersonWeaponInfo.handsInfo [i].wayPoints.Count; j++) {
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if (thirdPersonWeaponInfo.handsInfo [i].wayPoints [j] != null &&
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thirdPersonWeaponInfo.handsInfo [i].wayPoints [j] != thirdPersonWeaponInfo.handsInfo [i].position) {
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thirdPersonWeaponInfo.handsInfo [i].wayPoints [j].localPosition *= newValue;
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}
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}
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}
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//public Transform aimPosition;
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//public Transform walkPosition;
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//public Transform keepPosition;
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//public Transform aimRecoilPosition;
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//public Transform walkRecoilPosition;
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//public Transform surfaceCollisionPosition;
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//public Transform surfaceCollisionRayPosition;
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//public Transform lowerWeaponPosition;
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//public Transform runPosition;
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//public Transform jumpStartPosition;
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//public Transform jumpEndPosition;
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//public Transform meleeAttackPosition;
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//public Transform meleeAttackRaycastPosition;
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//public Transform editAttachmentPosition;
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//public Transform attachmentCameraPosition;
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//public Transform leftHandEditPosition;
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//public Transform leftHandParent;
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//public Transform extraLeftHandMeshParent;
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//public Transform secondPositionForHand;
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//public Transform sightPosition;
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//public Transform sightRecoilPosition;
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//public List<Transform> deactivateIKDrawPath = new List<Transform> ();
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//public Transform weaponPositionInHandForDeactivateIK;
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//public List<Transform> keepPath = new List<Transform> ();
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//public Transform weaponRotationPoint;
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//public Transform weaponRotationPointHolder;
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//public Transform weaponRotationPointHeadLookTarget;
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//public Transform weaponPivotPoint;
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//public Transform crouchPosition;
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//public Transform crouchRecoilPosition;
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}
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public void setHandTransform (Transform rightHand, Transform leftHand, Transform newRightHandMountPoint, Transform newLeftHandMountPoint)
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{
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for (int j = 0; j < thirdPersonWeaponInfo.handsInfo.Count; j++) {
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@@ -7422,7 +7586,7 @@ public class IKWeaponSystem : weaponObjectInfo
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weaponSystemManager.setCurrentWeaponState (state);
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if (currentWeapon) {
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if (weaponUsesAttachment) {
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if (checkIfWeaponUsesAttachment ()) {
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mainWeaponAttachmentSystem.checkIfAttachmentSystemInitialized ();
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}
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} else {
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@@ -7490,6 +7654,13 @@ public class IKWeaponSystem : weaponObjectInfo
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return hideWeaponIfKeptInThirdPerson;
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}
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public void initializeAttachmentSystem ()
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{
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if (checkIfWeaponUsesAttachment ()) {
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mainWeaponAttachmentSystem.initializeAttachmentSystem ();
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}
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}
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public bool pickupAttachment (string attachmentName)
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{
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if (mainWeaponAttachmentSystem != null) {
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