Weapos Rejiggered

Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
This commit is contained in:
Reinier Vens 2021-01-31 03:52:32 +00:00
commit dbc522a224
2105 changed files with 7033 additions and 1141 deletions

View file

@ -219,7 +219,7 @@ public class SectorRenderer : MonoBehaviour
}
instantWeapon.OnFire += () =>
_instantWeaponManagers[data].Fire(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null);
_instantWeaponManagers[data].Fire(instantWeapon, item, instance, entity.Target.Value != null && EntityInstances.ContainsKey(entity.Target.Value) ? EntityInstances[entity.Target.Value] : null);
if (behavior is ChargedWeapon chargedWeapon)
{
@ -474,6 +474,16 @@ public class SectorRenderer : MonoBehaviour
var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform;
t.position = EntityInstances[entity].Prefab.transform.position;
}
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
{
if(behavior is Weapon weapon)
weapon.ResetEvents();
}
}
Destroy(EntityInstances[entity].Transform.gameObject);
EntityInstances.Remove(entity);
}