Пример #1
0
void AWeapon::Equip(AMutagenCharacter* entity){
	AttachMeshToPawn();

	bPendingEquip = true;
	DetermineWeaponState();

	float duration = PlayWeaponAnimation(equipAnimation);
	if (duration <= 0.0f)
	{
		duration = 0.5f;
	}
	EquipStartedTime = GetWorld()->GetTimeSeconds();
	EquipDuration = duration;

	//GetWorldTimerManager().SetTimer(this, &AWeapon::OnEquipFinished, duration, false);
	GetWorldTimerManager().SetTimer(equipTimerHandle, this, &AWeapon::OnEquipFinished, duration, false);

	if (GetItemOwner() && GetItemOwner()->IsLocallyControlled())
	{
		//play weapon equip sound
	}
}
Пример #2
0
void ASWeapon::OnEquip()
{
	AttachMeshToPawn();

	bPendingEquip = true;
	DetermineWeaponState();

	float Duration = PlayWeaponAnimation(EquipAnim);
	if (Duration <= 0.0f)
	{
		// Failsafe
		Duration = 0.5f;
	}
	EquipStartedTime = GetWorld()->TimeSeconds;
	EquipDuration = Duration;

	GetWorldTimerManager().SetTimer(EquipFinishedTimerHandle, this, &ASWeapon::OnEquipFinished, Duration, false);

	if (MyPawn && MyPawn->IsLocallyControlled())
	{
		PlayWeaponSound(EquipSound);
	}
}
void AShooterWeapon::SimulateWeaponFire()
{
	if (Role == ROLE_Authority && CurrentState != EWeaponState::Firing)
	{
		return;
	}

	if (MuzzleFX)
	{
		USkeletalMeshComponent* UseWeaponMesh = GetWeaponMesh();
		if (!bLoopedMuzzleFX || MuzzlePSC == NULL)
		{
			// Split screen requires we create 2 effects. One that we see and one that the other player sees.
			if( (MyPawn != NULL ) && ( MyPawn->IsLocallyControlled() == true ) )
			{
				AController* PlayerCon = MyPawn->GetController();				
				if( PlayerCon != NULL )
				{
					Mesh1P->GetSocketLocation(MuzzleAttachPoint);
					MuzzlePSC = UGameplayStatics::SpawnEmitterAttached(MuzzleFX, Mesh1P, MuzzleAttachPoint);
					MuzzlePSC->bOwnerNoSee = false;
					MuzzlePSC->bOnlyOwnerSee = true;

					Mesh3P->GetSocketLocation(MuzzleAttachPoint);
					MuzzlePSCSecondary = UGameplayStatics::SpawnEmitterAttached(MuzzleFX, Mesh3P, MuzzleAttachPoint);
					MuzzlePSCSecondary->bOwnerNoSee = true;
					MuzzlePSCSecondary->bOnlyOwnerSee = false;				
				}				
			}
			else
			{
				MuzzlePSC = UGameplayStatics::SpawnEmitterAttached(MuzzleFX, UseWeaponMesh, MuzzleAttachPoint);
			}
		}
	}

	if (!bLoopedFireAnim || !bPlayingFireAnim)
	{
		PlayWeaponAnimation(FireAnim);
		bPlayingFireAnim = true;
	}

	if (bLoopedFireSound)
	{
		if (FireAC == NULL)
		{
			FireAC = PlayWeaponSound(FireLoopSound);
		}
	}
	else
	{
		PlayWeaponSound(FireSound);
	}

	AShooterPlayerController* PC = (MyPawn != NULL) ? Cast<AShooterPlayerController>(MyPawn->Controller) : NULL;
	if (PC != NULL && PC->IsLocalController())
	{
		if (FireCameraShake != NULL)
		{
			PC->ClientPlayCameraShake(FireCameraShake, 1);
		}
		if (FireForceFeedback != NULL)
		{
			PC->ClientPlayForceFeedback(FireForceFeedback, false, "Weapon");
		}
	}
}