Third Person Cover Shooter
1.6
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Default implementation of the BaseGun script. More...
Public Member Functions | |
override bool | LoadBullet () |
Increase LoadedBullets, decrease BulletInventory. More... | |
override bool | LoadMagazine () |
Increase the number of loaded bullets, decrease BulletInventory. More... | |
Public Member Functions inherited from CoverShooter.BaseGun | |
void | ToUse () |
Command to use the weapon. More... | |
virtual void | OnMagazineLoadStart () |
Notified of a magazine load start by the CharacterMotor. More... | |
virtual void | OnBulletLoadStart () |
Notified of a magazine load start by the CharacterMotor. More... | |
virtual void | OnPumpStart () |
Notified of a magazine load start by the CharacterMotor. More... | |
virtual void | OnPumped () |
Notified of a magazine load start by the CharacterMotor. More... | |
void | NotifyRechamber () |
void | NotifyEject () |
void | NotifyPumpStart () |
void | NotifyPump () |
void | NotifyMagazineLoadStart () |
void | NotifyBulletLoadStart () |
void | IgnoreSelf (bool value=true) |
Sets the gun to ignore hitting it's owner. More... | |
void | SetFireCondition (int side) |
Sets the gun to not fire if aiming at a friend. More... | |
void | CancelFireCondition () |
Sets the gun to fire in any condition. More... | |
GameObject | FindCurrentAimedTarget () |
Returns a game object the gun is currently aiming at. More... | |
GameObject | FindCurrentAimedHealthTarget () |
Returns a game object with CharacterHealth the gun is currently aiming at. More... | |
RaycastHit | Raycast () |
Finds an object and a hit position a bullet would hit if fired. More... | |
RaycastHit | Raycast (Vector3 origin, Vector3 direction, out bool isFriend, bool friendCheck) |
Finds an object and a hit position a bullet would hit if fired. More... | |
void | TryFireNow () |
Sets the gun to try firing during the next update. More... | |
void | FireWhenReady () |
Sets the fire mode on. More... | |
void | CancelFire () |
Sets the fire mode off. More... | |
void | Allow (bool value) |
Sets whether the gun is allowed to fire. More... | |
void | SetupRaycastThisFrame (Vector3 origin, Vector3 target) |
Sets the position from which bullets are spawned. More... | |
void | AddErrorThisFrame (float degrees) |
Sets the aim error in degrees for the next frame. More... | |
void | SetBaseErrorMultiplierThisFrame (float multiplier) |
Sets the base error (Error property) multiplier for this frame. More... | |
void | UpdateManually () |
Call the update method manually. More... | |
Public Attributes | |
int | MagazineSize = 10 |
Number of bullets stored at max in the weapon. More... | |
int | LoadedBullets = 10 |
Current number of loaded bullets. More... | |
int | BulletInventory = 10000 |
Number of bullets that are available to be loaded, not counting the already loaded ones. More... | |
Public Attributes inherited from CoverShooter.BaseGun | |
WeaponType | Type = WeaponType.Pistol |
Animations and related assets to be used with this weapon. More... | |
string | Name = "Gun" |
Name of the gun to be display on the HUD. More... | |
float | Zoom = 30 |
How many degrees should the camera FOV be reduced when using scope on the gun. More... | |
Sprite | Scope |
Sprite that's displayed when zooming in. More... | |
float | Rate = 7 |
Rate of fire in shots per second. More... | |
int | BulletsPerShot = 1 |
Bullets fired per single shot. More... | |
bool | ConsumeSingleBulletPerShot = true |
If firing multiple bullets per shot, should only a single bullet be removed from the inventory. More... | |
float | Distance = 50 |
Maximum distance of a bullet hit. More... | |
float | Damage = 10 |
Damage dealt by a single bullet. More... | |
float | Error = 0 |
Maximum degrees of error the gun can make when firing. More... | |
bool | AutoReload = false |
Should the gun be reloaded automatically when the magazine is empty. More... | |
bool | ReloadWithMagazines = true |
Is the gun reloaded with whole magazines or bullet by bullet. More... | |
bool | CanInterruptBulletLoad = true |
If reloading bullet by bullet, can the gun be fired during reload. More... | |
bool | PumpAfterFinalLoad = false |
After a new magazine or the last bullet is loaded, should the gun be pumped. More... | |
bool | PumpAfterBulletLoad = false |
Should the gun be pumped after each bullet load. More... | |
bool | PumpAfterFire = false |
Should the gun be pumped after firing a shot. More... | |
bool | FireOnMobileAim = true |
Will the character fire by just aiming the mobile controller. More... | |
bool | LaserOnlyOnZoom = true |
Should the laser be visible only when zooming. More... | |
bool | DebugAim = false |
Should a debug ray be displayed. More... | |
GameObject | Aim |
Link to the object that controls the aiming direction. More... | |
GameObject | Bullet |
Object to be instantiated as a bullet. More... | |
Transform | LeftHandDefault |
Link to the object that controls the position of character's left hand relative to the weapon. More... | |
float | DamageResponseWaitTime = 1 |
Time in seconds between hits that the target character will respond to with hurt animations. More... | |
bool | UseCustomCrosshair |
Should the gun's crosshair be used instead of the one set in the Crosshair component. More... | |
CrosshairSettings | CustomCrosshair = CrosshairSettings.Default() |
Custom crosshair settings to override the ones set in the Crosshair component. More... | |
GunRecoilSettings | Recoil = GunRecoilSettings.Default() |
Settings that manage gun's recoil behaviour. More... | |
HandOverwrite | LeftHandOverwrite |
Links to objects that overwrite the value in LeftHand based on the gameplay situation. More... | |
Laser | LaserOverwrite |
Force the pistol to use this laser instead of finding one on its own. More... | |
CharacterMotor | Character |
Owning object with a CharacterMotor component. More... | |
Action | MagazineLoadStarted |
Event executed at the beginning of a magazine load animation. More... | |
Action | FullyLoaded |
Event executed after the gun has been fully loaded. More... | |
Action | BulletLoadStarted |
Event executed at the beginning of a bullet load animation. More... | |
Action | BulletLoaded |
Event executed after a bullet has been loaded. More... | |
Action | PumpStarted |
Event executed at the start of a pump animation. More... | |
Action | Pumped |
Event executed at the end of a pump animation. More... | |
Action | Fired |
Event executed after a successful fire. More... | |
Action | EmptyFire |
Event executed every time there is an attempt to fire with no bullets in the gun. More... | |
Action | FireStarted |
Event executed after a series of bullet fires as started. More... | |
Action | FireStopped |
Event executed after a series of bullet fires has stopped. More... | |
Action< Hit > | SuccessfulyHit |
Event executed after a bullet hit something. More... | |
Protected Member Functions | |
override void | Consume () |
Decrease LoadedBullets. More... | |
Protected Member Functions inherited from CoverShooter.BaseGun | |
virtual void | Start () |
Get the LineRenderer if there is one. More... | |
virtual void | Awake () |
Finds the renderer. More... | |
virtual void | Frame () |
Properties | |
override bool | CanLoad [get] |
Can the gun be loaded with more bullets. More... | |
override int | LoadedBulletsLeft [get] |
Number of bullets left in the gun. More... | |
override bool | IsFullyLoaded [get] |
Is the gun fully loaded with bullets. More... | |
override float | LoadPercentage [get] |
Load percentage for the ammo ui. More... | |
Properties inherited from CoverShooter.BaseGun | |
Vector3 | Origin [get] |
Point of creation for bullets in world space. More... | |
Vector3 | Direction [get] |
Direction of bullets when created at the origin. More... | |
bool | CanHit [get] |
Whether the gun can be used to perform a melee hit right now. More... | |
bool | HasJustFired [get] |
Returns true if the gun fired during the last update. More... | |
bool | IsAllowed [get] |
Returns true if the gun is allowed to fire. More... | |
Renderer | Renderer [get] |
Renderer attached to the object. More... | |
Vector3 | RaycastOrigin [get] |
Origin to cast bullets from. More... | |
Vector3 | RaycastTarget [get] |
Target position at which bullets are fired at. More... | |
bool | HasRaycastSetup [get] |
Are raycast settings setup manually by some other component. More... | |
abstract bool | CanLoad [get] |
Can the gun be loaded with more bullets. More... | |
abstract int | LoadedBulletsLeft [get] |
Number of bullets left in the gun. More... | |
abstract bool | IsFullyLoaded [get] |
Is the gun fully loaded with bullets. More... | |
abstract float | LoadPercentage [get] |
Load percentage for the ammo ui. More... | |
IGunListener [] | Listeners [get] |
Default implementation of the BaseGun script.
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protectedvirtual |
Decrease LoadedBullets.
Implements CoverShooter.BaseGun.
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virtual |
Increase LoadedBullets, decrease BulletInventory.
Execute related events (may include FullyLoaded). </summary
Implements CoverShooter.BaseGun.
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virtual |
Increase the number of loaded bullets, decrease BulletInventory.
Execute FullyLoaded event.
Implements CoverShooter.BaseGun.
int CoverShooter.Gun.BulletInventory = 10000 |
Number of bullets that are available to be loaded, not counting the already loaded ones.
int CoverShooter.Gun.LoadedBullets = 10 |
Current number of loaded bullets.
int CoverShooter.Gun.MagazineSize = 10 |
Number of bullets stored at max in the weapon.
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get |
Can the gun be loaded with more bullets.
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get |
Is the gun fully loaded with bullets.
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get |
Number of bullets left in the gun.
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get |
Load percentage for the ammo ui.