74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NeoFPS.ModularFirearms
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{
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[HelpURL("https://docs.neofps.com/manual/weaponsref-mb-modularfirearmdrop.html")]
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public class ModularFirearmDrop : FpsInventoryWieldableDrop
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{
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[SerializeField, Tooltip("The ammo pickup for this weapon's magazine.")]
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private ModularFirearmAmmoPickup m_AmmoPickup = null;
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[SerializeField, Range(0.1f, 2f), Tooltip("The delay from dropping before the ammo pickup becomes active (prevents the dropper from instantly grabbing ammo)")]
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private float m_AmmoPickupDelay = 0.5f;
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private Coroutine m_InitialisationCoroutine = null;
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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if (m_AmmoPickup == null)
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m_AmmoPickup = GetComponentInChildren<ModularFirearmAmmoPickup>();
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}
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#endif
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void Start()
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{
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if (m_InitialisationCoroutine == null)
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m_InitialisationCoroutine = StartCoroutine(Initialise(null));
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}
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public override void Drop(IInventoryItem item, Vector3 position, Vector3 forward, Vector3 velocity)
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{
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base.Drop(item, position, forward, velocity);
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if (m_InitialisationCoroutine != null)
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StopCoroutine(m_InitialisationCoroutine);
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m_InitialisationCoroutine = StartCoroutine(Initialise(item.GetComponent<IModularFirearm>()));
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}
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IEnumerator Initialise(IModularFirearm firearm)
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{
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float timer = m_AmmoPickupDelay;
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while (pickup.item == null || timer > 0f)
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{
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yield return null;
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timer -= Time.deltaTime;
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}
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if (firearm != null)
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{
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if (m_AmmoPickup != null && firearm != null)
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{
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m_AmmoPickup.quantity = firearm.reloader.currentMagazine;
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m_AmmoPickup.EnablePickup(true);
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}
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else
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{
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var pickupFirearm = pickup.item.GetComponent<ModularFirearm>();
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if (pickupFirearm != null)
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pickupFirearm.reloader.startingMagazine = firearm.reloader.currentMagazine;
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}
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}
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else
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{
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if (m_AmmoPickup != null)
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m_AmmoPickup.EnablePickup(true);
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}
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m_InitialisationCoroutine = null;
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}
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}
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}
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