Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

2019 lines
60 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using GameKitController.Audio;
using UnityEngine.UI;
using UnityEngine.Events;
public class weaponSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public weaponInfo weaponSettings;
public AudioClip outOfAmmo;
public AudioElement outOfAmmoAudioElement;
public GameObject weaponProjectile;
public LayerMask layer;
public bool projectilesPoolEnabled = true;
public int maxAmountOfPoolElementsOnWeapon = 30;
public string mainDecalManagerName = "Decal Manager";
public string mainNoiseMeshManagerName = "Noise Mesh Manager";
public string[] impactDecalList;
public int impactDecalIndex;
public string impactDecalName;
public bool getImpactListEveryFrame;
decalManager impactDecalManager;
public bool canMarkTargets;
public List<string> tagListToMarkTargets = new List<string> ();
public LayerMask markTargetsLayer;
public string markTargetName;
public float maxDistanceToMarkTargets;
public bool canMarkTargetsOnFirstPerson;
public bool canMarkTargetsOnThirdPerson;
public bool aimOnFirstPersonToMarkTarget;
public bool useMarkTargetSound;
public AudioClip markTargetSound;
public AudioElement markTargetAudioElement;
[Space]
[Header ("Remote Events Settings")]
[Space]
public bool useRemoteEventOnObjectsFound;
public List<string> remoteEventNameList = new List<string> ();
public bool useRemoteEventOnObjectsFoundOnExplosion;
public string remoteEventNameOnExplosion;
[Space]
[Header ("Debug")]
[Space]
public bool reloading;
public bool carryingWeaponInThirdPerson;
public bool carryingWeaponInFirstPerson;
public bool aimingInThirdPerson;
public bool aimingInFirstPerson;
public bool showSettings;
public bool usingWeapon;
public bool useAmmoFromMainPlayerWeaponSystem;
[Space]
[Header ("Components")]
[Space]
public GameObject playerControllerGameObject;
public GameObject playerCameraGameObject;
public IKWeaponSystem IKWeaponManager;
public Transform mainCameraTransform;
public playerWeaponsManager weaponsManager;
public AudioSource weaponsEffectsSource;
public Camera mainCamera;
public Animation weaponAnimation;
public launchTrayectory parable;
public Collider playerCollider;
public playerWeaponSystem mainPlayerWeaponSystem;
List<GameObject> shells = new List<GameObject> ();
float destroyShellsTimer = 0;
RaycastHit hit;
RaycastHit hitCamera;
RaycastHit hitWeapon;
float lastShoot;
bool animationForwardPlayed;
bool animationBackPlayed;
bool shellCreated;
bool weaponHasAnimation;
Vector3 forceDirection;
GameObject closestEnemy;
bool aimingHommingProjectile;
List<GameObject> locatedEnemies = new List<GameObject> ();
float weaponSpeed = 1;
float originalWeaponSpeed;
Vector3 aimedZone;
bool objectiveFound;
bool usingSight;
Coroutine muzzleFlashCoroutine;
bool usingScreenSpaceCamera;
bool targetOnScreen;
Vector3 screenPoint;
Rigidbody currentProjectileRigidbody;
float screenWidth;
float screenHeight;
Transform currentProjectilePosition;
GameObject newProjectileGameObject;
projectileSystem currentProjectileSystem;
bool shootingBurst;
int currentBurstAmount;
GameObject newShellClone;
weaponShellSystem newWeaponShellSystem;
AudioElement newClipToShell = new AudioElement ();
GameObject currentShellToRemove;
bool shellsActive;
bool shellsOnSceneToRemove;
GameObject newMuzzleParticlesClone;
Coroutine reloadCoroutine;
noiseMeshSystem noiseMeshManager;
projectileInfo newProjectileInfo;
bool noiseMeshManagerFound;
private void InitializeAudioElements ()
{
weaponSettings.InitializeAudioElements ();
if (outOfAmmo != null) {
outOfAmmoAudioElement.clip = outOfAmmo;
}
if (markTargetSound != null) {
markTargetAudioElement.clip = markTargetSound;
}
}
void Start ()
{
InitializeAudioElements ();
if (useAmmoFromMainPlayerWeaponSystem) {
if (mainPlayerWeaponSystem == null) {
useAmmoFromMainPlayerWeaponSystem = false;
}
}
weaponSettings.ammoPerClip = getClipSize ();
if (weaponSettings.startWithEmptyClip) {
weaponSettings.clipSize = 0;
}
if (weaponSettings.animation != "") {
weaponHasAnimation = true;
weaponAnimation [weaponSettings.animation].speed = weaponSettings.animationSpeed;
} else {
shellCreated = true;
}
originalWeaponSpeed = weaponSpeed;
weaponSettings.auxRemainAmmo = getRemainAmmo ();
usingScreenSpaceCamera = weaponsManager.isUsingScreenSpaceCamera ();
}
void Update ()
{
if (aimingInThirdPerson || carryingWeaponInFirstPerson) {
if (!shellCreated && ((weaponHasAnimation && animationForwardPlayed && !weaponAnimation.IsPlaying (weaponSettings.animation)) || !weaponHasAnimation)) {
createShells ();
}
if (!reloading) {
if (weaponHasAnimation) {
if (getClipSize () > 0) {
if (weaponSettings.playAnimationBackward) {
if (animationForwardPlayed && !weaponAnimation.IsPlaying (weaponSettings.animation)) {
animationForwardPlayed = false;
animationBackPlayed = true;
weaponAnimation [weaponSettings.animation].speed = -weaponSettings.animationSpeed;
weaponAnimation [weaponSettings.animation].time = weaponAnimation [weaponSettings.animation].length;
weaponAnimation.Play (weaponSettings.animation);
}
if (animationBackPlayed && !weaponAnimation.IsPlaying (weaponSettings.animation)) {
animationBackPlayed = false;
}
} else {
animationForwardPlayed = false;
animationBackPlayed = false;
}
} else if (!useAmmoFromMainPlayerWeaponSystem || (!mainPlayerWeaponSystem.isWeaponReloading () && !mainPlayerWeaponSystem.isReloadingWithAnimationActive ())) {
if ((getRemainAmmo () > 0 || infiniteAmmoActive ()) && weaponSettings.autoReloadWhenClipEmpty) {
reloadWeapon (weaponSettings.reloadTime);
}
}
} else {
if (getClipSize () == 0) {
if (!useAmmoFromMainPlayerWeaponSystem || (!mainPlayerWeaponSystem.isWeaponReloading () && !mainPlayerWeaponSystem.isReloadingWithAnimationActive ())) {
if ((getRemainAmmo () > 0 || infiniteAmmoActive ()) && weaponSettings.autoReloadWhenClipEmpty) {
reloadWeapon (weaponSettings.reloadTime);
}
}
}
}
}
if (aimingHommingProjectile) {
//while the number of located enemies is lowers that the max enemies amount, then
if (locatedEnemies.Count < weaponSettings.projectilePosition.Count) {
//uses a ray to detect enemies, to locked them
if (Physics.Raycast (mainCameraTransform.position, mainCameraTransform.forward, out hit, Mathf.Infinity, weaponsManager.targetToDamageLayer)) {
GameObject target = applyDamage.getCharacterOrVehicle (hit.collider.gameObject);
if (target != null && target != playerControllerGameObject) {
if (weaponSettings.tagToLocate.Contains (target.tag)) {
GameObject placeToShoot = applyDamage.getPlaceToShootGameObject (target);
if (!locatedEnemies.Contains (placeToShoot)) {
//if an enemy is detected, add it to the list of located enemies and instantiated an icon in screen to follow the enemy
locatedEnemies.Add (placeToShoot);
weaponsManager.addElementToPlayerList (placeToShoot, false, false, 0, true, false,
false, false, weaponSettings.locatedEnemyIconName, false, Color.white, true, -1, 0, false);
}
}
}
}
}
}
if (shootingBurst) {
if (Time.time > lastShoot + weaponSettings.fireRate) {
if ((!animationForwardPlayed && !animationBackPlayed && weaponHasAnimation) || !weaponHasAnimation) {
currentBurstAmount--;
if (currentBurstAmount == 0) {
shootWeapon (!weaponsManager.isFirstPersonActive (), false);
shootingBurst = false;
} else {
shootWeapon (!weaponsManager.isFirstPersonActive (), true);
}
}
}
}
}
checkDroppedShellsRemoval ();
}
bool infiniteAmmoActive ()
{
return weaponSettings.infiniteAmmo;
}
int getRemainAmmo ()
{
if (useAmmoFromMainPlayerWeaponSystem) {
return mainPlayerWeaponSystem.getRegularRemainAmmo ();
} else {
return weaponSettings.remainAmmo;
}
}
int getClipSize ()
{
if (useAmmoFromMainPlayerWeaponSystem) {
return mainPlayerWeaponSystem.getWeaponClipSize ();
} else {
return weaponSettings.clipSize;
}
}
public void setWeaponCarryState (bool thirdPersonCarry, bool firstPersonCarry)
{
carryingWeaponInThirdPerson = thirdPersonCarry;
carryingWeaponInFirstPerson = firstPersonCarry;
checkParableTrayectory (false, carryingWeaponInFirstPerson);
checkWeaponAbility (false);
//functions called when the player draws or keep the weapon in any view
if (carryingWeaponInThirdPerson || carryingWeaponInFirstPerson) {
if (weaponSettings.useStartDrawAction) {
if (weaponSettings.startDrawAction.GetPersistentEventCount () > 0) {
weaponSettings.startDrawAction.Invoke ();
}
}
} else {
if (weaponSettings.useStopDrawAction) {
if (weaponSettings.stopDrawAction.GetPersistentEventCount () > 0) {
weaponSettings.stopDrawAction.Invoke ();
}
}
}
if (!weaponsManager.isFirstPersonActive ()) {
if (carryingWeaponInThirdPerson) {
if (weaponSettings.useStartDrawActionThirdPerson) {
if (weaponSettings.startDrawActionThirdPerson.GetPersistentEventCount () > 0) {
weaponSettings.startDrawActionThirdPerson.Invoke ();
}
}
} else {
if (weaponSettings.useStopDrawActionThirdPerson) {
if (weaponSettings.stopDrawActionThirdPerson.GetPersistentEventCount () > 0) {
weaponSettings.stopDrawActionThirdPerson.Invoke ();
}
}
}
}
if (weaponsManager.isFirstPersonActive ()) {
if (carryingWeaponInFirstPerson) {
if (weaponSettings.useStartDrawActionFirstPerson) {
if (weaponSettings.startDrawActionFirstPerson.GetPersistentEventCount () > 0) {
weaponSettings.startDrawActionFirstPerson.Invoke ();
}
}
} else {
if (weaponSettings.useStopDrawActionFirstPerson) {
if (weaponSettings.stopDrawActionFirstPerson.GetPersistentEventCount () > 0) {
weaponSettings.stopDrawActionFirstPerson.Invoke ();
}
}
}
}
}
public void setWeaponAimState (bool thirdPersonAim, bool firstPersonAim)
{
aimingInThirdPerson = thirdPersonAim;
aimingInFirstPerson = firstPersonAim;
if ((aimingInThirdPerson || aimingInFirstPerson) && getClipSize () == 0) {
if (weaponSettings.autoReloadWhenClipEmpty) {
manualReload ();
}
}
if (carryingWeaponInFirstPerson) {
checkParableTrayectory (false, !aimingInFirstPerson);
}
if (carryingWeaponInThirdPerson) {
checkParableTrayectory (aimingInThirdPerson, false);
checkWeaponAbility (false);
}
if (!aimingInFirstPerson && !aimingInThirdPerson) {
if (locatedEnemies.Count > 0) {
aimingHommingProjectile = false;
//remove the icons in the screen
removeLocatedEnemiesIcons ();
}
}
//functions called when the player aims or stop to aim the weapon in any view
if (!weaponsManager.isFirstPersonActive ()) {
if (aimingInThirdPerson) {
if (weaponSettings.useStartAimActionThirdPerson) {
if (weaponSettings.startAimActionThirdPerson.GetPersistentEventCount () > 0) {
weaponSettings.startAimActionThirdPerson.Invoke ();
}
}
} else {
if (weaponSettings.useStopAimActionThirdPerson) {
if (weaponSettings.stopAimActionThirdPerson.GetPersistentEventCount () > 0) {
weaponSettings.stopAimActionThirdPerson.Invoke ();
}
}
}
}
if (weaponsManager.isFirstPersonActive ()) {
if (aimingInFirstPerson) {
if (weaponSettings.useStartAimActionFirstPerson) {
if (weaponSettings.startAimActionFirstPerson.GetPersistentEventCount () > 0) {
weaponSettings.startAimActionFirstPerson.Invoke ();
}
}
} else {
if (weaponSettings.useStopAimActionFirstPerson) {
if (weaponSettings.stopAimActionFirstPerson.GetPersistentEventCount () > 0) {
weaponSettings.stopAimActionFirstPerson.Invoke ();
}
}
}
}
}
public void setUsingWeaponState (bool state)
{
usingWeapon = state;
if (weaponSettings.showWeaponIconInHUD) {
weaponsManager.setAttachmentPanelState (usingWeapon);
weaponsManager.setAttachmentIcon (weaponSettings.weaponIconHUD);
weaponsManager.setAttachmentPanelAmmoText (getClipSize ().ToString ());
if (usingWeapon) {
weaponSettings.clipSizeText = weaponsManager.attachmentAmmoText;
}
}
}
public void checkCarryAndAimStates ()
{
if (weaponsManager.isCarryingWeaponInThirdPerson () != carryingWeaponInThirdPerson || weaponsManager.carryingWeaponInFirstPerson != carryingWeaponInFirstPerson) {
setWeaponCarryState (weaponsManager.isCarryingWeaponInThirdPerson (), weaponsManager.carryingWeaponInFirstPerson);
}
if (weaponsManager.isAimingInThirdPerson () != aimingInThirdPerson || weaponsManager.aimingInFirstPerson != aimingInFirstPerson) {
setWeaponAimState (weaponsManager.isAimingInThirdPerson (), weaponsManager.aimingInFirstPerson);
}
}
public void inputShootWeaponOnPressDown ()
{
if (weaponsManager.canUseWeaponsInput ()) {
checkCarryAndAimStates ();
if (aimingInThirdPerson || carryingWeaponInFirstPerson) {
if (weaponsManager.isCursorLocked ()) {
if (weaponSettings.automatic) {
if (weaponSettings.useBurst) {
shootWeapon (true);
}
} else {
shootWeapon (true);
}
}
}
}
}
public void inputShootWeaponOnPressUp ()
{
if (weaponsManager.canUseWeaponsInput ()) {
checkCarryAndAimStates ();
if (aimingInThirdPerson || carryingWeaponInFirstPerson) {
if (weaponsManager.isCursorLocked ()) {
shootWeapon (false);
}
}
}
}
public void inputShootWeaponOnPress ()
{
if (weaponsManager.canUseWeaponsInput ()) {
checkCarryAndAimStates ();
if (aimingInThirdPerson || carryingWeaponInFirstPerson) {
if (weaponsManager.isCursorLocked ()) {
if (weaponSettings.automatic) {
if (!weaponSettings.useBurst) {
shootWeapon (true);
}
}
}
}
}
}
public void shootWeapon (bool state)
{
if (!weaponsManager.playerIsBusy ()) {
if (state) {
if (!shootingBurst) {
if (IKWeaponManager.isCursorHidden ()) {
weaponsManager.enableOrDisableGeneralWeaponCursor (true);
IKWeaponManager.setCursorHiddenState (false);
}
weaponsManager.disablePlayerRunningState ();
if (!reloading && getWeaponClipSize () > 0) {
weaponsManager.setShootingState (true);
} else {
weaponsManager.setShootingState (false);
}
shootWeapon (!weaponsManager.isFirstPersonActive (), state);
weaponsManager.setLastTimeFired ();
}
} else {
weaponsManager.setShootingState (false);
shootWeapon (!weaponsManager.isFirstPersonActive (), state);
}
}
}
// Fire the current weapon
public void shootWeapon (bool isThirdPersonView, bool shootAtKeyDown)
{
if (!IKWeaponManager.weaponCanFire ()) {
return;
}
if (IKWeaponManager.moving) {
return;
}
if (reloading) {
return;
}
checkWeaponAbility (shootAtKeyDown);
// If the weapon system is active and the clip size higher than 0
if (getClipSize () > 0) {
// else, fire the current weapon according to the fire rate
if (Time.time > lastShoot + weaponSettings.fireRate) {
// If the player fires a weapon, set the visible to AI state to true, this will change if the player is using a silencer
if (weaponSettings.shootAProjectile || weaponSettings.launchProjectile) {
weaponsManager.setVisibleToAIState (true);
}
// If the current projectile is homing type, check when the shoot button is pressed and release
if ((weaponSettings.isHommingProjectile && shootAtKeyDown)) {
aimingHommingProjectile = true;
//print ("1 "+ shootAtKeyDown + " " + locatedEnemiesIcons.Count + " " + aimingHommingProjectile);
return;
}
if ((weaponSettings.isHommingProjectile && !shootAtKeyDown && locatedEnemies.Count <= 0) ||
(!weaponSettings.isHommingProjectile && !shootAtKeyDown)) {
aimingHommingProjectile = false;
//print ("2 "+shootAtKeyDown + " " + locatedEnemiesIcons.Count + " " + aimingHommingProjectile);
return;
}
if ((animationForwardPlayed || animationBackPlayed) && weaponHasAnimation) {
return;
}
if (weaponSettings.automatic && weaponSettings.useBurst) {
if (!shootingBurst && weaponSettings.burstAmount > 0) {
shootingBurst = true;
currentBurstAmount = weaponSettings.burstAmount;
}
}
// Camera shake
if (IKWeaponManager.sameValueBothViews) {
weaponsManager.setHeadBobShotShakeState (IKWeaponManager.thirdPersonshotShakeInfo);
} else {
if (weaponsManager.carryingWeaponInFirstPerson && IKWeaponManager.useShotShakeInFirstPerson) {
weaponsManager.setHeadBobShotShakeState (IKWeaponManager.firstPersonshotShakeInfo);
}
if (weaponsManager.isCarryingWeaponInThirdPerson () && IKWeaponManager.useShotShakeInThirdPerson) {
weaponsManager.setHeadBobShotShakeState (IKWeaponManager.thirdPersonshotShakeInfo);
}
}
// Recoil
IKWeaponManager.startRecoil (isThirdPersonView);
IKWeaponManager.setLastTimeMoved ();
if (weaponSettings.shakeUpperBodyWhileShooting) {
weaponsManager.checkShakeUpperBodyRotationCoroutine (weaponSettings.shakeAmount, weaponSettings.shakeSpeed);
}
//check shot camera noise
IKWeaponManager.setShotCameraNoise ();
checkWeaponShootNoise ();
//play the fire sound
playWeaponSoundEffect (true);
//enable the muzzle flash light
enableMuzzleFlashLight ();
Vector3 mainCameraPosition = mainCameraTransform.position;
//create the muzzle flash
createMuzzleFlash ();
bool weaponCrossingSurface = false;
if (!isThirdPersonView) {
if (weaponSettings.checkCrossingSurfacesOnCameraDirection) {
if (weaponSettings.projectilePosition.Count > 0) {
Vector3 raycastDirection = mainCameraTransform.TransformDirection (Vector3.forward);
if (Physics.Raycast (mainCameraPosition, raycastDirection,
out hitCamera, Mathf.Infinity, layer)) {
Vector3 raycastPosition = weaponSettings.projectilePosition [0].position;
if (Physics.Raycast (raycastPosition, raycastDirection,
out hitWeapon, Mathf.Infinity, layer)) {
if (hitCamera.collider != hitWeapon.collider) {
//print ("too close surface");
weaponCrossingSurface = true;
}
}
}
}
}
}
// Play the fire animation
if (weaponHasAnimation) {
weaponAnimation [weaponSettings.animation].speed = weaponSettings.animationSpeed;
weaponAnimation.Play (weaponSettings.animation);
animationForwardPlayed = true;
if (weaponSettings.cockSoundAudioElement != null) {
playSound (weaponSettings.cockSoundAudioElement);
}
}
shellCreated = false;
Vector3 cameraDirection = mainCameraTransform.TransformDirection (Vector3.forward);
// Every weapon can shoot 1 or more projectiles at the same time, so for every projectile position to instantiate
for (int j = 0; j < weaponSettings.projectilePosition.Count; j++) {
currentProjectilePosition = weaponSettings.projectilePosition [j];
for (int l = 0; l < weaponSettings.projectilesPerShoot; l++) {
// Create the projectile
if (projectilesPoolEnabled) {
newProjectileGameObject = GKC_PoolingSystem.Spawn (weaponProjectile, currentProjectilePosition.position, mainCameraTransform.rotation, maxAmountOfPoolElementsOnWeapon);
} else {
newProjectileGameObject = (GameObject)Instantiate (weaponProjectile, currentProjectilePosition.position, mainCameraTransform.rotation);
}
// Set the info in the projectile, like the damage, the type of projectile, bullet or missile, etc...
currentProjectileSystem = newProjectileGameObject.GetComponent<projectileSystem> ();
currentProjectileSystem.checkToResetProjectile ();
if (!weaponSettings.launchProjectile) {
// Set its direction in the weapon forward or the camera forward according to if the weapon is aimed correctly or not
if (!weaponCrossingSurface) {
if (!weaponSettings.fireWeaponForward) {
if (Physics.Raycast (mainCameraPosition, cameraDirection, out hit, Mathf.Infinity, layer)) {
if (!hit.collider.isTrigger) {
if (hit.collider != playerCollider) {
//Debug.DrawLine (weaponSettings.projectilePosition [j].position, hit.point, Color.red, 2);
newProjectileGameObject.transform.LookAt (hit.point);
} else {
if (Physics.Raycast (hit.point + 0.2f * cameraDirection, cameraDirection, out hit, Mathf.Infinity, layer)) {
newProjectileGameObject.transform.LookAt (hit.point);
}
}
}
}
}
}
}
if (weaponSettings.launchProjectile) {
if (currentProjectileSystem != null) {
currentProjectileRigidbody = currentProjectileSystem.getProjectileRigibody ();
}
if (currentProjectileRigidbody == null) {
currentProjectileRigidbody = newProjectileGameObject.GetComponent<Rigidbody> ();
}
currentProjectileRigidbody.isKinematic = true;
// If the vehicle has a gravity control component, and the current gravity is not the regular one,
// add an artificial gravity component to the projectile like this, it can make a parable in any
// surface and direction, setting its gravity in the same of the vehicle.
Vector3 currentNormal = weaponsManager.getCurrentNormal ();
if (currentNormal != Vector3.up) {
newProjectileGameObject.AddComponent<artificialObjectGravity> ().setCurrentGravity (-currentNormal);
}
if (weaponSettings.useParableSpeed) {
// Get the ray hit point where the projectile will fall
if (Physics.Raycast (mainCameraPosition, cameraDirection, out hit, Mathf.Infinity, layer)) {
if (hit.collider != playerCollider) {
aimedZone = hit.point;
objectiveFound = true;
} else {
if (Physics.Raycast (hit.point + 0.2f * cameraDirection, cameraDirection, out hit, Mathf.Infinity, layer)) {
aimedZone = hit.point;
objectiveFound = true;
}
}
} else {
objectiveFound = false;
}
}
launchCurrentProjectile (newProjectileGameObject, currentProjectileRigidbody, cameraDirection);
}
//add spread to the projectile
Vector3 spreadAmount = Vector3.zero;
if (weaponSettings.useProjectileSpread) {
spreadAmount = setProjectileSpread ();
newProjectileGameObject.transform.Rotate (spreadAmount);
}
//set the info in the projectile, like the damage, the type of projectile, bullet or missile, etc...
setProjectileInfo ();
currentProjectileSystem.setProjectileInfo (newProjectileInfo);
if (weaponSettings.isSeeker) {
closestEnemy = setSeekerProjectileInfo (currentProjectilePosition.position);
if (closestEnemy != null) {
currentProjectileSystem.setEnemy (closestEnemy);
}
}
//if the homing projectiles are being using, then
if (aimingHommingProjectile) {
//if the button to shoot is released, shoot a homing projectile for every located enemy
//check that the located enemies are higher that 0
if (locatedEnemies.Count > 0) {
//shoot the missiles
if (j < locatedEnemies.Count) {
currentProjectileSystem.setEnemy (locatedEnemies [j]);
}
}
}
bool projectileFiredByRaycast = false;
bool projectileDestroyed = false;
// If the weapon shoots setting directly the projectile in the hit point, place the current projectile in the hit point position
if (weaponSettings.useRayCastShoot || weaponCrossingSurface) {
Vector3 forwardDirection = mainCameraTransform.TransformDirection (Vector3.forward);
Vector3 forwardPosition = mainCameraPosition;
if (weaponSettings.fireWeaponForward && !weaponCrossingSurface) {
forwardDirection = transform.forward;
forwardPosition = currentProjectilePosition.position;
}
if (spreadAmount.magnitude != 0) {
forwardDirection = Quaternion.Euler (spreadAmount) * forwardDirection;
}
if (Physics.Raycast (forwardPosition, forwardDirection, out hit, Mathf.Infinity, layer)) {
currentProjectileSystem.rayCastShoot (hit.collider, hit.point, forwardDirection);
projectileFiredByRaycast = true;
//print ("same object fired: " + hit.collider.name);
} else {
currentProjectileSystem.initializeProjectile ();
currentProjectileSystem.destroyProjectile ();
projectileDestroyed = true;
}
}
if (!projectileFiredByRaycast && !projectileDestroyed) {
currentProjectileSystem.initializeProjectile ();
}
}
useAmmo ();
lastShoot = Time.time;
destroyShellsTimer = 0;
}
if (weaponSettings.weaponWithAbility) {
lastShoot = Time.time;
destroyShellsTimer = 0;
}
if (weaponSettings.applyForceAtShoot) {
forceDirection = (mainCameraTransform.right * weaponSettings.forceDirection.x +
mainCameraTransform.up * weaponSettings.forceDirection.y +
mainCameraTransform.forward * weaponSettings.forceDirection.z) * weaponSettings.forceAmount;
weaponsManager.externalForce (forceDirection);
}
if (weaponSettings.isHommingProjectile && !shootAtKeyDown && aimingHommingProjectile) {
//if the button to shoot is released, shoot a homing projectile for every located enemy
//check that the located enemies are higher that 0
if (locatedEnemies.Count > 0) {
//remove the icons in the screen
removeLocatedEnemiesIcons ();
}
aimingHommingProjectile = false;
}
}
}
//else, the clip in the weapon is over, so check if there is remaining ammo
else {
if (getRemainAmmo () == 0 && !infiniteAmmoActive ()) {
playWeaponSoundEffect (false);
}
}
}
public void checkWeaponAbility (bool keyDown)
{
if (weaponSettings.weaponWithAbility) {
if (keyDown) {
if (weaponSettings.useDownButton) {
if (weaponSettings.downButtonAction.GetPersistentEventCount () > 0) {
weaponSettings.downButtonAction.Invoke ();
}
}
} else {
if (weaponSettings.useUpButton) {
if (weaponSettings.upButtonAction.GetPersistentEventCount () > 0) {
weaponSettings.upButtonAction.Invoke ();
}
}
}
}
}
// remove the located enemies icons
public void removeLocatedEnemiesIcons ()
{
for (int i = 0; i < locatedEnemies.Count; i++) {
weaponsManager.removeLocatedEnemiesIcons (locatedEnemies [i]);
}
locatedEnemies.Clear ();
}
bool newProjectileInfoCreated;
bool projectileInfoAssigned;
void setProjectileInfo ()
{
if (!newProjectileInfoCreated) {
newProjectileInfo = new projectileInfo ();
newProjectileInfoCreated = true;
}
newProjectileInfo.forwardDirection = mainCameraTransform.forward;
if (!projectileInfoAssigned) {
newProjectileInfo.isHommingProjectile = weaponSettings.isHommingProjectile;
newProjectileInfo.isSeeker = weaponSettings.isSeeker;
newProjectileInfo.targetOnScreenForSeeker = weaponSettings.targetOnScreenForSeeker;
newProjectileInfo.waitTimeToSearchTarget = weaponSettings.waitTimeToSearchTarget;
newProjectileInfo.useRayCastShoot = weaponSettings.useRayCastShoot;
newProjectileInfo.useRaycastShootDelay = weaponSettings.useRaycastShootDelay;
newProjectileInfo.raycastShootDelay = weaponSettings.raycastShootDelay;
newProjectileInfo.getDelayWithDistance = weaponSettings.getDelayWithDistance;
newProjectileInfo.delayWithDistanceSpeed = weaponSettings.delayWithDistanceSpeed;
newProjectileInfo.maxDelayWithDistance = weaponSettings.maxDelayWithDistance;
newProjectileInfo.useFakeProjectileTrails = weaponSettings.useFakeProjectileTrails;
newProjectileInfo.useRaycastCheckingOnRigidbody = weaponSettings.useRaycastCheckingOnRigidbody;
newProjectileInfo.customRaycastCheckingRate = weaponSettings.customRaycastCheckingRate;
newProjectileInfo.customRaycastCheckingDistance = weaponSettings.customRaycastCheckingDistance;
newProjectileInfo.projectileDamage = (weaponSettings.projectileDamage + weaponsManager.getExtraDamageStat ()) * weaponsManager.getDamageMultiplierStat ();
newProjectileInfo.projectileSpeed = weaponSettings.projectileSpeed;
newProjectileInfo.impactForceApplied = weaponSettings.impactForceApplied;
newProjectileInfo.forceMode = weaponSettings.forceMode;
newProjectileInfo.applyImpactForceToVehicles = weaponSettings.applyImpactForceToVehicles;
newProjectileInfo.impactForceToVehiclesMultiplier = weaponSettings.impactForceToVehiclesMultiplier;
newProjectileInfo.projectileWithAbility = weaponSettings.projectileWithAbility;
newProjectileInfo.impactSoundEffect = weaponSettings.impactSoundEffect;
newProjectileInfo.impactAudioElement = weaponSettings.impactAudioElement;
newProjectileInfo.scorch = weaponSettings.scorch;
newProjectileInfo.scorchRayCastDistance = weaponSettings.scorchRayCastDistance;
newProjectileInfo.owner = playerControllerGameObject;
newProjectileInfo.projectileParticles = weaponSettings.projectileParticles;
newProjectileInfo.impactParticles = weaponSettings.impactParticles;
newProjectileInfo.isExplosive = weaponSettings.isExplosive;
newProjectileInfo.isImplosive = weaponSettings.isImplosive;
newProjectileInfo.useExplosionDelay = weaponSettings.useExplosionDelay;
newProjectileInfo.explosionDelay = weaponSettings.explosionDelay;
newProjectileInfo.explosionForce = weaponSettings.explosionForce;
newProjectileInfo.explosionRadius = weaponSettings.explosionRadius;
newProjectileInfo.explosionDamage = weaponSettings.explosionDamage;
newProjectileInfo.pushCharacters = weaponSettings.pushCharacters;
newProjectileInfo.canDamageProjectileOwner = weaponSettings.canDamageProjectileOwner;
newProjectileInfo.applyExplosionForceToVehicles = weaponSettings.applyExplosionForceToVehicles;
newProjectileInfo.explosionForceToVehiclesMultiplier = weaponSettings.explosionForceToVehiclesMultiplier;
newProjectileInfo.searchClosestWeakSpot = weaponSettings.searchClosestWeakSpot;
newProjectileInfo.killInOneShot = weaponSettings.killInOneShot;
newProjectileInfo.useDisableTimer = weaponSettings.useDisableTimer;
newProjectileInfo.noImpactDisableTimer = weaponSettings.noImpactDisableTimer;
newProjectileInfo.impactDisableTimer = weaponSettings.impactDisableTimer;
newProjectileInfo.targetToDamageLayer = weaponsManager.targetToDamageLayer;
newProjectileInfo.targetForScorchLayer = weaponsManager.targetForScorchLayer;
newProjectileInfo.impactDecalIndex = impactDecalIndex;
newProjectileInfo.launchProjectile = weaponSettings.launchProjectile;
newProjectileInfo.adhereToSurface = weaponSettings.adhereToSurface;
newProjectileInfo.adhereToLimbs = weaponSettings.adhereToLimbs;
newProjectileInfo.ignoreSetProjectilePositionOnImpact = weaponSettings.ignoreSetProjectilePositionOnImpact;
newProjectileInfo.useGravityOnLaunch = weaponSettings.useGravityOnLaunch;
newProjectileInfo.useGraivtyOnImpact = weaponSettings.useGraivtyOnImpact;
newProjectileInfo.breakThroughObjects = weaponSettings.breakThroughObjects;
newProjectileInfo.infiniteNumberOfImpacts = weaponSettings.infiniteNumberOfImpacts;
newProjectileInfo.numberOfImpacts = weaponSettings.numberOfImpacts;
newProjectileInfo.canDamageSameObjectMultipleTimes = weaponSettings.canDamageSameObjectMultipleTimes;
newProjectileInfo.ignoreNewRotationOnProjectileImpact = weaponSettings.ignoreNewRotationOnProjectileImpact;
newProjectileInfo.canBreakThroughArmorSurface = weaponSettings.canBreakThroughArmorSurface;
newProjectileInfo.breakThroughArmorSurfacePriorityValue = weaponSettings.breakThroughArmorSurfacePriorityValue;
newProjectileInfo.damageTargetOverTime = weaponSettings.damageTargetOverTime;
newProjectileInfo.damageOverTimeDelay = weaponSettings.damageOverTimeDelay;
newProjectileInfo.damageOverTimeDuration = weaponSettings.damageOverTimeDuration;
newProjectileInfo.damageOverTimeAmount = weaponSettings.damageOverTimeAmount;
newProjectileInfo.damageOverTimeRate = weaponSettings.damageOverTimeRate;
newProjectileInfo.damageOverTimeToDeath = weaponSettings.damageOverTimeToDeath;
newProjectileInfo.removeDamageOverTimeState = weaponSettings.removeDamageOverTimeState;
newProjectileInfo.sedateCharacters = weaponSettings.sedateCharacters;
newProjectileInfo.sedateDelay = weaponSettings.sedateDelay;
newProjectileInfo.useWeakSpotToReduceDelay = weaponSettings.useWeakSpotToReduceDelay;
newProjectileInfo.sedateDuration = weaponSettings.sedateDuration;
newProjectileInfo.sedateUntilReceiveDamage = weaponSettings.sedateUntilReceiveDamage;
newProjectileInfo.pushCharacter = weaponSettings.pushCharacter;
newProjectileInfo.pushCharacterForce = weaponSettings.pushCharacterForce;
newProjectileInfo.pushCharacterRagdollForce = weaponSettings.pushCharacterRagdollForce;
newProjectileInfo.setProjectileMeshRotationToFireRotation = weaponSettings.setProjectileMeshRotationToFireRotation;
newProjectileInfo.useRemoteEventOnObjectsFound = useRemoteEventOnObjectsFound;
newProjectileInfo.remoteEventNameList = remoteEventNameList;
newProjectileInfo.useRemoteEventOnObjectsFoundOnExplosion = useRemoteEventOnObjectsFoundOnExplosion;
newProjectileInfo.remoteEventNameOnExplosion = remoteEventNameOnExplosion;
newProjectileInfo.ignoreShield = weaponSettings.ignoreShield;
newProjectileInfo.canActivateReactionSystemTemporally = weaponSettings.canActivateReactionSystemTemporally;
newProjectileInfo.damageReactionID = weaponSettings.damageReactionID;
newProjectileInfo.damageTypeID = weaponSettings.damageTypeID;
newProjectileInfo.damageCanBeBlocked = weaponSettings.damageCanBeBlocked;
newProjectileInfo.projectilesPoolEnabled = projectilesPoolEnabled;
newProjectileInfo.maxAmountOfPoolElementsOnWeapon = maxAmountOfPoolElementsOnWeapon;
newProjectileInfo.projectileCanBeDeflected = weaponSettings.projectileCanBeDeflected;
projectileInfoAssigned = true;
}
}
public void setProjectileInfoAssignedValue (bool state)
{
projectileInfoAssigned = state;
}
public GameObject setSeekerProjectileInfo (Vector3 shootPosition)
{
if (mainCamera == null) {
mainCamera = weaponsManager.getMainCamera ();
}
return applyDamage.setSeekerProjectileInfo (shootPosition, weaponSettings.tagToLocate, usingScreenSpaceCamera,
weaponSettings.targetOnScreenForSeeker, mainCamera, weaponsManager.targetToDamageLayer, transform.position, false, null);
}
public Vector3 setProjectileSpread ()
{
float spreadAmount = 0;
if (carryingWeaponInFirstPerson) {
spreadAmount = weaponSettings.spreadAmount;
}
if (carryingWeaponInThirdPerson) {
if (weaponSettings.sameSpreadInThirdPerson) {
spreadAmount = weaponSettings.spreadAmount;
} else {
spreadAmount = weaponSettings.thirdPersonSpreadAmount;
}
}
if (aimingInFirstPerson) {
//print ("aiming");
if (weaponSettings.useSpreadAming) {
if (weaponSettings.useLowerSpreadAiming) {
spreadAmount = weaponSettings.lowerSpreadAmount;
//print ("lower spread");
} else {
//print ("same spread");
}
} else {
//print ("no spread");
spreadAmount = 0;
}
} else {
//print ("no aiming");
}
if (spreadAmount > 0) {
Vector3 randomSpread = Vector3.zero;
randomSpread.x = Random.Range (-spreadAmount, spreadAmount);
randomSpread.y = Random.Range (-spreadAmount, spreadAmount);
randomSpread.z = Random.Range (-spreadAmount, spreadAmount);
return randomSpread;
}
return Vector3.zero;
}
void createShells ()
{
if (weaponSettings.shell != null) {
for (int j = 0; j < weaponSettings.shellPosition.Count; j++) {
//if the current weapon drops shells, create them
if (projectilesPoolEnabled) {
newShellClone = GKC_PoolingSystem.Spawn (weaponSettings.shell, weaponSettings.shellPosition [j].position, weaponSettings.shellPosition [j].rotation, maxAmountOfPoolElementsOnWeapon);
} else {
newShellClone = (GameObject)Instantiate (weaponSettings.shell, weaponSettings.shellPosition [j].position, weaponSettings.shellPosition [j].rotation);
}
newWeaponShellSystem = newShellClone.GetComponent<weaponShellSystem> ();
if (weaponSettings.shellDropAudioElements.Count > 0) {
newClipToShell = weaponSettings.shellDropAudioElements [Random.Range (0, weaponSettings.shellDropAudioElements.Count - 1)];
}
newWeaponShellSystem.setShellValues (weaponSettings.shellPosition [j].right * (weaponSettings.shellEjectionForce * GKC_Utils.getCurrentScaleTime ()), playerCollider, newClipToShell);
if (weaponSettings.removeDroppedShellsAfterTime) {
shells.Add (newShellClone);
if (shells.Count > weaponSettings.maxAmountOfShellsBeforeRemoveThem) {
currentShellToRemove = shells [0];
shells.RemoveAt (0);
if (projectilesPoolEnabled) {
GKC_PoolingSystem.Despawn (currentShellToRemove);
} else {
Destroy (currentShellToRemove);
}
}
shellsActive = true;
shellsOnSceneToRemove = true;
}
}
}
}
public void checkDroppedShellsRemoval ()
{
//if the amount of shells from the projectiles is higher than 0, check the time to remove then
if (shellsOnSceneToRemove && weaponSettings.removeDroppedShellsAfterTime) {
if (shellsActive) {
destroyShellsTimer += Time.deltaTime;
if (destroyShellsTimer > 3) {
for (int i = 0; i < shells.Count; i++) {
if (projectilesPoolEnabled) {
GKC_PoolingSystem.Despawn (shells [i]);
} else {
Destroy (shells [i]);
}
}
shells.Clear ();
destroyShellsTimer = 0;
shellsOnSceneToRemove = false;
shellsActive = false;
}
}
}
}
//play the fire sound or the empty clip sound
void playWeaponSoundEffect (bool hasAmmo)
{
if (hasAmmo) {
if (weaponSettings.shootAudioElement != null) {
if (weaponsEffectsSource != null) {
weaponSettings.shootAudioElement.audioSource = weaponsEffectsSource;
weaponsEffectsSource.pitch = weaponSpeed;
}
AudioPlayer.Play (weaponSettings.shootAudioElement, gameObject);
}
} else {
if (Time.time > lastShoot + weaponSettings.fireRate) {
if (weaponsEffectsSource != null) {
outOfAmmoAudioElement.audioSource = weaponsEffectsSource;
weaponsEffectsSource.pitch = weaponSpeed;
GKC_Utils.checkAudioSourcePitch (weaponsEffectsSource);
}
AudioPlayer.PlayOneShot (outOfAmmoAudioElement, gameObject);
lastShoot = Time.time;
}
}
// else {
// print ("WARNING: no audio source attached on " + gameObject.name + " weapon");
// }
}
public void playSound (AudioElement clipSound)
{
if (weaponsEffectsSource != null) {
clipSound.audioSource = weaponsEffectsSource;
GKC_Utils.checkAudioSourcePitch (weaponsEffectsSource);
}
AudioPlayer.PlayOneShot (clipSound, gameObject);
}
//create the muzzle flash particles if the weapon has it
void createMuzzleFlash ()
{
if (weaponSettings.shootParticles != null) {
for (int j = 0; j < weaponSettings.projectilePosition.Count; j++) {
currentProjectilePosition = weaponSettings.projectilePosition [j];
if (projectilesPoolEnabled) {
newMuzzleParticlesClone = GKC_PoolingSystem.Spawn (weaponSettings.shootParticles, currentProjectilePosition.position, currentProjectilePosition.rotation, maxAmountOfPoolElementsOnWeapon);
} else {
newMuzzleParticlesClone = (GameObject)Instantiate (weaponSettings.shootParticles, currentProjectilePosition.position, currentProjectilePosition.rotation);
}
if (weaponSettings.setShootParticlesLayerOnFirstPerson) {
if (weaponsManager.isFirstPersonActive ()) {
weaponsManager.setWeaponPartLayer (newMuzzleParticlesClone);
}
}
if (projectilesPoolEnabled) {
} else {
Destroy (newMuzzleParticlesClone, 1);
}
newMuzzleParticlesClone.transform.SetParent (currentProjectilePosition);
}
}
}
//decrease the amount of ammo in the clip
public void useAmmo ()
{
if (useAmmoFromMainPlayerWeaponSystem) {
mainPlayerWeaponSystem.useAmmo ();
} else {
weaponSettings.clipSize--;
//update hud ammo info
weaponsManager.setAttachmentPanelAmmoText (getClipSize ().ToString ());
}
}
public void useAmmo (int amount)
{
if (useAmmoFromMainPlayerWeaponSystem) {
mainPlayerWeaponSystem.useAmmo (amount);
} else {
if (amount > getClipSize ()) {
amount = getClipSize ();
}
weaponSettings.clipSize -= amount;
//update hud ammo info
weaponsManager.setAttachmentPanelAmmoText (getClipSize ().ToString ());
}
}
/// <summary>
/// Checks and handles the amount of remaining ammo.
/// </summary>
void checkRemainingAmmo ()
{
// if the weapon doesn't have infinite ammo
if (!infiniteAmmoActive ()) {
// and the clip is empty
if (getClipSize () == 0) {
// if the remaining ammo is lower that the ammo per clip, set the final projectiles in the clip
if (getRemainAmmo () < weaponSettings.ammoPerClip) {
weaponSettings.clipSize = getRemainAmmo ();
}
// else, refill it
else {
weaponSettings.clipSize = weaponSettings.ammoPerClip;
}
// if the remaining ammo is higher than 0, remove the current projectiles added in the clip
if (getRemainAmmo () > 0) {
if (useAmmoFromMainPlayerWeaponSystem) {
mainPlayerWeaponSystem.useRemainAmmo (getClipSize ());
} else {
weaponSettings.remainAmmo -= getClipSize ();
}
}
}
// the clip has some bullets in it yet
else {
int usedAmmo = 0;
if (weaponSettings.removePreviousAmmoOnClip) {
weaponSettings.clipSize = 0;
if (getRemainAmmo () < (weaponSettings.ammoPerClip)) {
usedAmmo = weaponSettings.remainAmmo;
} else {
usedAmmo = weaponSettings.ammoPerClip;
}
} else {
if (getRemainAmmo () < (weaponSettings.ammoPerClip - getClipSize ())) {
usedAmmo = weaponSettings.remainAmmo;
} else {
usedAmmo = weaponSettings.ammoPerClip - getClipSize ();
}
}
if (useAmmoFromMainPlayerWeaponSystem) {
mainPlayerWeaponSystem.useRemainAmmo (usedAmmo);
} else {
weaponSettings.remainAmmo -= usedAmmo;
}
weaponSettings.clipSize += usedAmmo;
}
} else {
// else, the weapon has infinite ammo, so refill it
weaponSettings.clipSize = weaponSettings.ammoPerClip;
}
weaponsManager.setAttachmentPanelAmmoText (getClipSize ().ToString ());
weaponSettings.auxRemainAmmo = getRemainAmmo ();
}
public void reloadWeapon (float waitTimeAmount)
{
if (reloadCoroutine != null) {
StopCoroutine (reloadCoroutine);
}
reloadCoroutine = StartCoroutine (waitToReload (waitTimeAmount));
}
/// <summary>
/// Adds a delay when reloading weapons for the given amount of seconds.
/// </summary>
/// <param name="waitTimeAmount">Number of seconds to wait before reloading.</param>
IEnumerator waitToReload (float waitTimeAmount)
{
//print ("reload");
//if the remaining ammo is higher than 0 or infinite
shootingBurst = false;
if (getRemainAmmo () > 0 || infiniteAmmoActive ()) {
//reload
reloading = true;
//play the reload sound
if (weaponSettings.reloadAudioElement != null) {
playSound (weaponSettings.reloadAudioElement);
}
if (weaponSettings.dropClipWhenReload) {
GameObject newClipToDrop = (GameObject)Instantiate (weaponSettings.clipModel, weaponSettings.positionToDropClip.position, weaponSettings.positionToDropClip.rotation);
Collider newClipCollider = newClipToDrop.GetComponent<Collider> ();
if (newClipCollider != null) {
Physics.IgnoreCollision (playerCollider, newClipCollider);
}
}
// Wait an amount of time
WaitForSeconds delay = new WaitForSeconds (waitTimeAmount);
yield return delay;
// Check the ammo values
checkRemainingAmmo ();
// Stop reload
reloading = false;
} else {
// else, the weapon is out of ammo, play the empty weapon sound
playWeaponSoundEffect (false);
}
yield return null;
}
public void manualReload ()
{
if (!reloading) {
if (getClipSize () < weaponSettings.ammoPerClip) {
reloadWeapon (weaponSettings.reloadTime);
}
}
}
public bool canIncreaseRemainAmmo ()
{
if (weaponSettings.auxRemainAmmo < weaponSettings.ammoLimit) {
return true;
} else {
return false;
}
}
public bool hasMaximumAmmoAmount ()
{
if (weaponSettings.useAmmoLimit) {
if (getRemainAmmo () >= weaponSettings.ammoLimit) {
return true;
} else {
return false;
}
} else {
return false;
}
}
public bool hasAmmoLimit ()
{
return weaponSettings.useAmmoLimit;
}
public int ammoAmountToMaximumLimit ()
{
return weaponSettings.ammoLimit - weaponSettings.auxRemainAmmo;
}
//the vehicle has used an ammo pickup, so increase the correct weapon by name
public void getAmmo (int amount)
{
bool empty = false;
if (getRemainAmmo () == 0 && getClipSize () == 0) {
empty = true;
}
weaponSettings.remainAmmo += amount;
if (empty && (carryingWeaponInFirstPerson || aimingInThirdPerson)) {
if (weaponSettings.autoReloadWhenClipEmpty) {
manualReload ();
}
}
weaponSettings.auxRemainAmmo = getRemainAmmo ();
}
public void addAuxRemainAmmo (int amount)
{
weaponSettings.auxRemainAmmo += amount;
}
public bool hasAnyAmmo ()
{
if (getRemainAmmo () > 0 || getClipSize () > 0 || infiniteAmmoActive ()) {
return true;
}
return false;
}
public void getAndUpdateAmmo (int amount)
{
getAmmo (amount);
weaponsManager.setAttachmentPanelAmmoText (getClipSize ().ToString ());
}
public bool remainAmmoInClip ()
{
return getClipSize () > 0;
}
public void launchCurrentProjectile (GameObject currentProjectile, Rigidbody projectileRigidbody, Vector3 cameraDirection)
{
//launch the projectile according to the velocity calculated according to the hit point of a raycast from the camera position
projectileRigidbody.isKinematic = false;
if (weaponSettings.useParableSpeed) {
Vector3 newVel = getParableSpeed (currentProjectile.transform.position, aimedZone, cameraDirection);
if (newVel == -Vector3.one) {
newVel = currentProjectile.transform.forward * 100;
}
projectileRigidbody.AddForce (newVel, ForceMode.VelocityChange);
} else {
projectileRigidbody.AddForce (weaponSettings.parableDirectionTransform.forward * weaponSettings.projectileSpeed, ForceMode.Impulse);
}
}
//calculate the speed applied to the launched projectile to make a parable according to a hit point
Vector3 getParableSpeed (Vector3 origin, Vector3 target, Vector3 cameraDirection)
{
//if a hit point is not found, return
if (!objectiveFound) {
if (weaponSettings.useMaxDistanceWhenNoSurfaceFound) {
target = origin + cameraDirection * weaponSettings.maxDistanceWhenNoSurfaceFound;
} else {
return -Vector3.one;
}
}
// Get the distance between positions
Vector3 toTarget = target - origin;
Vector3 toTargetXZ = toTarget;
// Remove the Y axis value
toTargetXZ -= playerCameraGameObject.transform.InverseTransformDirection (toTargetXZ).y * playerCameraGameObject.transform.up;
float y = playerCameraGameObject.transform.InverseTransformDirection (toTarget).y;
float xz = toTargetXZ.magnitude;
// Get the velocity according to distance and gravity
float t = GKC_Utils.distance (origin, target) / 20;
float v0y = y / t + 0.5f * Physics.gravity.magnitude * t;
float v0xz = xz / t;
// Create result vector for calculated starting speeds
Vector3 result = toTargetXZ.normalized;
// Get direction of xz but with magnitude 1
result *= v0xz;
// Set magnitude of xz to v0xz (starting speed in xz plane), setting the local Y value
result -= playerCameraGameObject.transform.InverseTransformDirection (result).y * playerCameraGameObject.transform.up;
result += playerCameraGameObject.transform.up * v0y;
return result;
}
public void checkParableTrayectory (bool usingThirdPerson, bool usingFirstPerson)
{
//enable or disable the parable linerenderer
if (((usingThirdPerson && weaponSettings.activateLaunchParableThirdPerson) ||
(usingFirstPerson && weaponSettings.activateLaunchParableFirstPerson)) &&
weaponSettings.launchProjectile) {
if (parable != null) {
parable.changeParableState (true);
if (weaponSettings.projectilePosition.Count > 0) {
parable.shootPosition = weaponSettings.projectilePosition [0];
}
}
} else {
if (parable != null) {
parable.changeParableState (false);
}
}
}
public void getWeaponComponents (playerWeaponsManager newPlayerWeaponsManager)
{
playerControllerGameObject = newPlayerWeaponsManager.gameObject;
weaponsManager = newPlayerWeaponsManager;
playerCameraGameObject = weaponsManager.playerCameraManager.gameObject;
mainCameraTransform = weaponsManager.getMainCameraTransform ();
mainCamera = weaponsManager.getMainCamera ();
weaponsEffectsSource = GetComponent<AudioSource> ();
weaponAnimation = GetComponent<Animation> ();
parable = GetComponentInChildren<launchTrayectory> ();
playerCollider = playerControllerGameObject.GetComponent<Collider> ();
updateComponent ();
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
}
public void getImpactListInfo ()
{
if (impactDecalManager == null) {
GKC_Utils.instantiateMainManagerOnSceneWithType (mainDecalManagerName, typeof(decalManager));
impactDecalManager = FindObjectOfType<decalManager> ();
}
if (impactDecalManager != null) {
impactDecalList = new string[impactDecalManager.impactListInfo.Count + 1];
for (int i = 0; i < impactDecalManager.impactListInfo.Count; i++) {
string name = impactDecalManager.impactListInfo [i].name;
impactDecalList [i] = name;
}
updateComponent ();
}
}
public void setReducedVelocity (float multiplierValue)
{
weaponSpeed *= multiplierValue;
}
public void setNormalVelocity ()
{
weaponSpeed = originalWeaponSpeed;
}
public string getWeaponSystemName ()
{
return weaponSettings.Name;
}
public int getWeaponClipSize ()
{
return getClipSize ();
}
public string getCurrentAmmoText ()
{
if (!infiniteAmmoActive ()) {
return getClipSize () + "/" + getRemainAmmo ();
} else {
return getClipSize () + "/" + "Inf";
}
}
public void enableMuzzleFlashLight ()
{
if (!weaponSettings.useMuzzleFlash) {
return;
}
if (muzzleFlashCoroutine != null) {
StopCoroutine (muzzleFlashCoroutine);
}
muzzleFlashCoroutine = StartCoroutine (enableMuzzleFlashCoroutine ());
}
IEnumerator enableMuzzleFlashCoroutine ()
{
weaponSettings.muzzleFlahsLight.gameObject.SetActive (true);
WaitForSeconds delay = new WaitForSeconds (weaponSettings.muzzleFlahsDuration);
yield return delay;
weaponSettings.muzzleFlahsLight.gameObject.SetActive (false);
yield return null;
}
public void checkWeaponShootNoise ()
{
if (weaponSettings.useNoise) {
if (weaponSettings.useNoiseDetection) {
applyDamage.sendNoiseSignal (weaponSettings.noiseRadius, playerControllerGameObject.transform.position,
weaponSettings.noiseDetectionLayer, weaponSettings.noiseDecibels,
weaponSettings.forceNoiseDetection, weaponSettings.showNoiseDetectionGizmo, weaponSettings.noiseID);
}
if (weaponSettings.useNoiseMesh) {
if (!noiseMeshManagerFound) {
noiseMeshManagerFound = noiseMeshManager != null;
if (!noiseMeshManagerFound) {
noiseMeshManager = noiseMeshSystem.Instance;
noiseMeshManagerFound = noiseMeshManager != null;
}
if (!noiseMeshManagerFound) {
GKC_Utils.instantiateMainManagerOnSceneWithTypeOnApplicationPlaying (noiseMeshSystem.getMainManagerName (), typeof(noiseMeshSystem), true);
noiseMeshManager = noiseMeshSystem.Instance;
noiseMeshManagerFound = noiseMeshManager != null;
}
if (!noiseMeshManagerFound) {
noiseMeshManager = FindObjectOfType<noiseMeshSystem> ();
noiseMeshManagerFound = noiseMeshManager != null;
}
}
if (noiseMeshManagerFound) {
noiseMeshManager.addNoiseMesh (weaponSettings.noiseRadius, playerControllerGameObject.transform.position + Vector3.up, weaponSettings.noiseExpandSpeed);
}
}
}
}
[System.Serializable]
public class weaponInfo
{
public string Name;
[Space]
[Space]
public bool useRayCastShoot;
public bool fireWeaponForward;
public bool useRaycastShootDelay;
public float raycastShootDelay;
public bool getDelayWithDistance;
public float delayWithDistanceSpeed;
public float maxDelayWithDistance;
public bool useFakeProjectileTrails;
public bool useRaycastCheckingOnRigidbody;
public float customRaycastCheckingRate;
public float customRaycastCheckingDistance = 0.1f;
[Space]
[Space]
public int ammoPerClip;
public bool removePreviousAmmoOnClip;
public bool infiniteAmmo;
public int remainAmmo;
public int clipSize;
public bool dropClipWhenReload;
public Transform positionToDropClip;
public GameObject clipModel;
public bool startWithEmptyClip;
public bool autoReloadWhenClipEmpty = true;
public bool useAmmoLimit;
public int ammoLimit;
public int auxRemainAmmo;
[Space]
[Space]
public bool shootAProjectile;
public bool launchProjectile;
public bool projectileWithAbility;
public bool weaponWithAbility;
public bool setProjectileMeshRotationToFireRotation;
public bool ignoreShield;
public bool canActivateReactionSystemTemporally;
public int damageReactionID = -1;
public int damageTypeID = -1;
public bool damageCanBeBlocked = true;
[Space]
[Space]
public bool automatic;
public bool useBurst;
public int burstAmount;
public float fireRate;
public float reloadTime;
public float projectileDamage;
public float projectileSpeed;
public int projectilesPerShoot;
public bool useProjectileSpread;
public float spreadAmount;
public bool sameSpreadInThirdPerson;
public float thirdPersonSpreadAmount;
public bool useSpreadAming;
public bool useLowerSpreadAiming;
public float lowerSpreadAmount;
[Space]
[Space]
public bool isImplosive;
public bool isExplosive;
public float explosionForce;
public float explosionRadius;
public bool useExplosionDelay;
public float explosionDelay;
public float explosionDamage;
public bool pushCharacters;
public bool canDamageProjectileOwner = true;
public bool applyExplosionForceToVehicles = true;
public float explosionForceToVehiclesMultiplier = 0.2f;
public bool searchClosestWeakSpot;
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public List<Transform> projectilePosition = new List<Transform> ();
public bool checkCrossingSurfacesOnCameraDirection = true;
public bool applyForceAtShoot;
public Vector3 forceDirection;
public float forceAmount;
public bool isHommingProjectile;
public bool isSeeker;
public bool targetOnScreenForSeeker = true;
public float waitTimeToSearchTarget;
public float impactForceApplied;
public ForceMode forceMode;
public bool applyImpactForceToVehicles;
public float impactForceToVehiclesMultiplier = 1;
public float forceMassMultiplier = 1;
public bool killInOneShot;
public bool useDisableTimer;
public float noImpactDisableTimer;
public float impactDisableTimer;
public string locatedEnemyIconName = "Homing Located Enemy";
public List<string> tagToLocate = new List<string> ();
public bool activateLaunchParableThirdPerson;
public bool activateLaunchParableFirstPerson;
public bool useParableSpeed;
public Transform parableDirectionTransform;
public bool useMaxDistanceWhenNoSurfaceFound;
public float maxDistanceWhenNoSurfaceFound;
public bool adhereToSurface;
public bool adhereToLimbs;
public bool ignoreSetProjectilePositionOnImpact;
public bool useGravityOnLaunch;
public bool useGraivtyOnImpact;
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public bool breakThroughObjects;
public bool infiniteNumberOfImpacts;
public int numberOfImpacts;
public bool canDamageSameObjectMultipleTimes;
public bool ignoreNewRotationOnProjectileImpact;
public bool canBreakThroughArmorSurface;
public int breakThroughArmorSurfacePriorityValue = -1;
public bool shakeUpperBodyWhileShooting;
public float shakeAmount;
public float shakeSpeed;
public bool useMuzzleFlash;
public Light muzzleFlahsLight;
public float muzzleFlahsDuration;
public bool damageTargetOverTime;
public float damageOverTimeDelay;
public float damageOverTimeDuration;
public float damageOverTimeAmount;
public float damageOverTimeRate;
public bool damageOverTimeToDeath;
public bool removeDamageOverTimeState;
public bool sedateCharacters;
public float sedateDelay;
public bool useWeakSpotToReduceDelay;
public bool sedateUntilReceiveDamage;
public float sedateDuration;
public bool pushCharacter;
public float pushCharacterForce;
public float pushCharacterRagdollForce;
public bool useNoise;
public float noiseRadius;
public float noiseExpandSpeed;
public bool useNoiseDetection;
public LayerMask noiseDetectionLayer;
public bool showNoiseDetectionGizmo;
[Range (0, 2)] public float noiseDecibels = 1;
public int noiseID = -1;
public bool forceNoiseDetection;
public bool useNoiseMesh = true;
public bool projectileCanBeDeflected = true;
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public bool autoShootOnTag;
public LayerMask layerToAutoShoot;
public List<string> autoShootTagList = new List<string> ();
public float maxDistanceToRaycast;
public bool shootAtLayerToo;
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public GameObject weaponMesh;
public string animation;
public float animationSpeed = 1;
public bool playAnimationBackward = true;
public GameObject scorch;
public float scorchRayCastDistance;
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public GameObject shell;
public List<Transform> shellPosition = new List<Transform> ();
public float shellEjectionForce = 100;
public List<AudioClip> shellDropSoundList = new List<AudioClip> ();
public List<AudioElement> shellDropAudioElements = new List<AudioElement> ();
public bool useShellDelay;
public float shellDelayThirdPerson;
public float shellDelayFirsPerson;
public bool createShellsOnReload;
public bool checkToCreateShellsIfNoRemainAmmo;
public bool removeDroppedShellsAfterTime = true;
public float createShellsOnReloadDelayThirdPerson;
public float createShellsOnReloadDelayFirstPerson;
public int maxAmountOfShellsBeforeRemoveThem = 15;
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public AudioClip reloadSoundEffect;
public AudioElement reloadAudioElement;
public AudioClip cockSound;
public AudioElement cockSoundAudioElement;
public AudioClip shootSoundEffect;
public AudioElement shootAudioElement;
public AudioClip impactSoundEffect;
public AudioElement impactAudioElement;
public bool setShootParticlesLayerOnFirstPerson;
public GameObject shootParticles;
public GameObject projectileParticles;
public GameObject impactParticles;
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public Texture weaponIconHUD;
public bool showWeaponNameInHUD = true;
public bool showWeaponIconInHUD = true;
public bool showWeaponAmmoSliderInHUD = true;
public bool showWeaponAmmoTextInHUD = true;
public Text clipSizeText;
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public bool useDownButton;
public UnityEvent downButtonAction;
public bool useHoldButton;
public UnityEvent holdButtonAction;
public bool useUpButton;
public UnityEvent upButtonAction;
public bool useStartDrawAction;
public UnityEvent startDrawAction;
public bool useStopDrawAction;
public UnityEvent stopDrawAction;
public bool useStartDrawActionThirdPerson;
public UnityEvent startDrawActionThirdPerson;
public bool useStopDrawActionThirdPerson;
public UnityEvent stopDrawActionThirdPerson;
public bool useStartDrawActionFirstPerson;
public UnityEvent startDrawActionFirstPerson;
public bool useStopDrawActionFirstPerson;
public UnityEvent stopDrawActionFirstPerson;
public bool useStartAimActionThirdPerson;
public UnityEvent startAimActionThirdPerson;
public bool useStopAimActionThirdPerson;
public UnityEvent stopAimActionThirdPerson;
public bool useStartAimActionFirstPerson;
public UnityEvent startAimActionFirstPerson;
public bool useStopAimActionFirstPerson;
public UnityEvent stopAimActionFirstPerson;
public bool showDrawAimFunctionSettings;
public void InitializeAudioElements ()
{
if (reloadSoundEffect != null) {
reloadAudioElement.clip = reloadSoundEffect;
}
if (cockSound != null) {
cockSoundAudioElement.clip = cockSound;
}
if (shootSoundEffect != null) {
shootAudioElement.clip = shootSoundEffect;
}
if (impactSoundEffect != null) {
impactAudioElement.clip = impactSoundEffect;
}
if (shellDropSoundList != null && shellDropSoundList.Count > 0) {
foreach (var shellDropSound in shellDropSoundList) {
shellDropAudioElements.Add (new AudioElement { clip = shellDropSound });
}
}
}
}
}