asd
This commit is contained in:
parent
875d594038
commit
23a35fe3cd
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
24
Assets/Items/rifle.ammo
Normal file
24
Assets/Items/rifle.ammo
Normal file
@ -0,0 +1,24 @@
|
||||
{
|
||||
"AmmoType": "Rifle",
|
||||
"Damage": 20,
|
||||
"Penetration": 0,
|
||||
"IsExplosive": false,
|
||||
"ExplosionRadius": 0,
|
||||
"CompatibleWeapons": "",
|
||||
"Category": "Ammo",
|
||||
"Name": "Rifle Ammo",
|
||||
"Description": "",
|
||||
"Prefab": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/weapon/rifle_ammo.prefab"
|
||||
},
|
||||
"ImageTexture": null,
|
||||
"ImageUrl": null,
|
||||
"MaxCount": 256,
|
||||
"Rarity": "Common",
|
||||
"Weight": 1,
|
||||
"IsStackable": true,
|
||||
"IsEquipable": false,
|
||||
"__references": [],
|
||||
"__version": 0
|
||||
}
|
||||
33
Assets/Items/rifle.weapon
Normal file
33
Assets/Items/rifle.weapon
Normal file
@ -0,0 +1,33 @@
|
||||
{
|
||||
"Slot": "RightHand",
|
||||
"HoldType": "Rifle",
|
||||
"WeaponDefinition": {
|
||||
"Position": "0,0,0",
|
||||
"Rotation": "0,0,0,0",
|
||||
"Scale": "0,0,0"
|
||||
},
|
||||
"Damage": 20,
|
||||
"FireRate": 14,
|
||||
"Range": 1000,
|
||||
"MagazineSize": 40,
|
||||
"AmmoType": "Rifle",
|
||||
"ReloadTime": 2,
|
||||
"Spread": 0.02,
|
||||
"IsAutomatic": true,
|
||||
"Category": "Weapon",
|
||||
"Name": "Rifle",
|
||||
"Description": "Rifle test",
|
||||
"Prefab": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/weapon/rifle.prefab"
|
||||
},
|
||||
"ImageTexture": null,
|
||||
"ImageUrl": null,
|
||||
"MaxCount": 1,
|
||||
"Rarity": "Common",
|
||||
"Weight": 1,
|
||||
"IsStackable": false,
|
||||
"IsEquipable": true,
|
||||
"__references": [],
|
||||
"__version": 0
|
||||
}
|
||||
@ -118,10 +118,7 @@
|
||||
},
|
||||
"DuckSpeed": 100,
|
||||
"InteractDistance": 350,
|
||||
"Inventory": {
|
||||
"Items": [],
|
||||
"EquippedItems": {}
|
||||
},
|
||||
"Inventory": null,
|
||||
"InventoryUI": {
|
||||
"_type": "gameobject",
|
||||
"go": "f421a41f-0db1-40fe-8694-8fc5109ed8ed"
|
||||
@ -2053,8 +2050,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "ankle_R",
|
||||
"Position": "0.4100258,-4.377087,3.80752",
|
||||
"Rotation": "0.672856,0.2185197,-0.3316687,0.6241072",
|
||||
"Position": "0.4100087,-4.377703,3.807678",
|
||||
"Rotation": "0.6728455,0.2185408,-0.3316475,0.6241224",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2070,9 +2067,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "ankle_L",
|
||||
"Position": "0.4083739,4.427568,3.805843",
|
||||
"Rotation": "0.624587,0.3321075,-0.2183182,0.6722596",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Position": "0.4083801,4.427946,3.805992",
|
||||
"Rotation": "0.6245957,0.3320946,-0.2183304,0.6722538",
|
||||
"Scale": "1,1,1",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2087,9 +2084,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "arm_lower_R",
|
||||
"Position": "-2.248101,-8.62746,41.00563",
|
||||
"Rotation": "0.5017254,0.3809418,-0.5422131,0.5560213",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Position": "-1.944306,-9.198144,41.10852",
|
||||
"Rotation": "0.4837707,0.4009385,-0.5580629,0.542015",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2104,8 +2101,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "arm_lower_L",
|
||||
"Position": "-1.88412,9.84506,41.47677",
|
||||
"Rotation": "0.5825445,0.5398754,-0.372816,0.4797757",
|
||||
"Position": "-1.786701,8.974261,41.26266",
|
||||
"Rotation": "0.5538174,0.5558982,-0.3962672,0.4766927",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2121,9 +2118,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "hand_R",
|
||||
"Position": "-1.309633,-10.32845,33.54772",
|
||||
"Rotation": "0.4728318,0.3592023,-0.5989242,0.5373023",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Position": "-1.515604,-10.87078,33.59772",
|
||||
"Rotation": "0.4529333,0.3786638,-0.6138031,0.5241288",
|
||||
"Scale": "1.000005,1.000005,1.000005",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2138,8 +2135,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "hand_L",
|
||||
"Position": "-0.8122468,11.93556,34.13684",
|
||||
"Rotation": "0.564046,0.596406,-0.3489397,0.4520986",
|
||||
"Position": "-1.263442,10.80791,33.7956",
|
||||
"Rotation": "0.5359527,0.6116646,-0.3731866,0.4464895",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2155,9 +2152,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "hold_R",
|
||||
"Position": "0.04548915,-8.87489,27.48961",
|
||||
"Rotation": "0.3158478,0.7257434,0.06756637,0.6074303",
|
||||
"Scale": "1.000005,1.000005,1.000005",
|
||||
"Position": "-0.5782236,-9.393594,27.46674",
|
||||
"Rotation": "0.3187549,0.7460795,0.05836753,0.581682",
|
||||
"Scale": "1.000006,1.000006,1.000006",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2172,8 +2169,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "hold_L",
|
||||
"Position": "0.5382646,10.78157,28.01336",
|
||||
"Rotation": "-0.2832639,0.7311895,-0.05981389,0.6176938",
|
||||
"Position": "-0.2961033,9.453352,27.64081",
|
||||
"Rotation": "-0.305681,0.7467785,-0.05618108,0.5879837",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2207,7 +2204,7 @@
|
||||
"Flags": 8,
|
||||
"Name": "IK_left_hand",
|
||||
"Position": "-1.501041,11.36666,33.23686",
|
||||
"Rotation": "0.5482481,0.6048241,-0.3533374,0.4569075",
|
||||
"Rotation": "0.5482481,0.6048241,-0.3533375,0.4569075",
|
||||
"Scale": "1,1,1",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2223,9 +2220,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "leg_lower_R",
|
||||
"Position": "2.155842,-4.43963,16.20059",
|
||||
"Rotation": "0.491346,0.5029026,-0.5628809,0.4345495",
|
||||
"Scale": "1,1,1",
|
||||
"Position": "3.235427,-4.608579,15.99795",
|
||||
"Rotation": "0.4655335,0.530396,-0.5758093,0.4127981",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2240,9 +2237,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "leg_lower_L",
|
||||
"Position": "3.027968,4.837151,16.03734",
|
||||
"Rotation": "0.4127347,0.5692022,-0.5297762,0.4743376",
|
||||
"Scale": "1,1,1",
|
||||
"Position": "2.338159,4.713587,16.16856",
|
||||
"Rotation": "0.4252933,0.5630658,-0.5099532,0.4919657",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2257,8 +2254,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "middle_of_both_hands",
|
||||
"Position": "-0.8828036,0.9401312,29.01773",
|
||||
"Rotation": "0.01912965,0.7545437,0.003921955,0.6559592",
|
||||
"Position": "-1.561194,0.02484846,28.83653",
|
||||
"Rotation": "0.007330432,0.7686383,0.001971816,0.6396385",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2274,9 +2271,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_arm_upper_R_twist1",
|
||||
"Position": "-1.32694,-7.710932,45.85728",
|
||||
"Position": "-0.9131499,-8.264956,45.93478",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2291,9 +2288,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_arm_lower_R_twist1",
|
||||
"Position": "-1.778867,-9.477953,37.27668",
|
||||
"Position": "-1.729955,-10.03446,37.35312",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2308,9 +2305,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_elbow_R_position",
|
||||
"Position": "-2.251795,-8.630569,41.00162",
|
||||
"Rotation": "-0.02769216,-0.6303626,0.7755523,0.01986925",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Position": "-1.904696,-9.206528,41.10199",
|
||||
"Rotation": "-0.007202899,-0.6295701,0.7761958,0.03331204",
|
||||
"Scale": "1.000005,1.000005,1.000005",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2325,9 +2322,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_elbow_L_position",
|
||||
"Position": "-1.887652,9.848536,41.47289",
|
||||
"Rotation": "-0.04448023,0.791288,-0.6053749,0.07352691",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Position": "-1.746899,8.982116,41.25662",
|
||||
"Rotation": "-0.06745388,0.780771,-0.6183518,0.05905678",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2342,7 +2339,7 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_arm_upper_L_twist1",
|
||||
"Position": "-1.043476,8.613153,46.27288",
|
||||
"Position": "-0.8141831,7.915582,46.07516",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
@ -2359,7 +2356,7 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_arm_lower_L_twist1",
|
||||
"Position": "-1.348183,10.89031,37.80681",
|
||||
"Position": "-1.525071,9.891087,37.52913",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000004,1.000004,1.000004",
|
||||
"Tags": "",
|
||||
@ -2376,9 +2373,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_leg_upper_R_twist1",
|
||||
"Position": "1.394789,-4.274455,23.39375",
|
||||
"Position": "1.935349,-4.430572,23.11317",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,1,1",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2393,9 +2390,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_leg_upper_L_twist1",
|
||||
"Position": "1.860858,4.789178,23.17761",
|
||||
"Position": "1.490429,4.655171,23.35368",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,1,1",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2410,9 +2407,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_kneecap_R_position",
|
||||
"Position": "2.51964,-4.481263,16.17043",
|
||||
"Rotation": "0.5185956,0.4738925,-0.533102,0.4714729",
|
||||
"Scale": "1,1,1",
|
||||
"Position": "3.838389,-4.672735,15.96004",
|
||||
"Rotation": "0.5150546,0.4793396,-0.5310991,0.4721081",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2427,9 +2424,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_kneecap_L_position",
|
||||
"Position": "3.579065,4.895428,15.99909",
|
||||
"Rotation": "0.7002168,0.0440556,0.02651213,0.7120762",
|
||||
"Scale": "1,1,1",
|
||||
"Position": "2.741635,4.759412,16.13647",
|
||||
"Rotation": "0.7031127,0.0449258,0.03150867,0.7089581",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2444,9 +2441,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_leg_lower_R_twist1",
|
||||
"Position": "1.282935,-4.408351,10.00407",
|
||||
"Position": "1.822711,-4.493139,9.902801",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Scale": "1.000002,1.000002,1.000002",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2461,9 +2458,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "driver_leg_lower_L_twist1",
|
||||
"Position": "1.718169,4.632352,9.9216",
|
||||
"Position": "1.373267,4.570763,9.987267",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,1,1",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2478,7 +2475,7 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "forward_reference_modelspace",
|
||||
"Position": "-0.2026396,0.2526463,43.41861",
|
||||
"Position": "0.07471489,-0.05039266,43.35883",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
@ -2495,8 +2492,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "eyes",
|
||||
"Position": "6.016993,-0.1828848,63.23574",
|
||||
"Rotation": "0.01225863,-0.01333019,-0.01481459,0.9997262",
|
||||
"Position": "6.744137,-0.4365017,63.04519",
|
||||
"Rotation": "0.003984303,-0.002858207,-0.008915529,0.9999482",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2512,8 +2509,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "eye_R_forward",
|
||||
"Position": "5.91896,-3.526865,63.1524",
|
||||
"Rotation": "0.01225863,-0.01333019,-0.01481459,0.9997262",
|
||||
"Position": "6.684545,-3.782319,63.01836",
|
||||
"Rotation": "0.003984303,-0.002858207,-0.008915529,0.9999482",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2529,8 +2526,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "eye_L_forward",
|
||||
"Position": "6.115024,3.161095,63.3191",
|
||||
"Rotation": "0.01225863,-0.01333019,-0.01481459,0.9997262",
|
||||
"Position": "6.803728,2.909316,63.07203",
|
||||
"Rotation": "0.003984303,-0.002858207,-0.008915529,0.9999482",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2546,8 +2543,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "forward_reference",
|
||||
"Position": "0.8923788,0.1424403,56.21077",
|
||||
"Rotation": "0.01225863,-0.01333019,-0.01481459,0.9997262",
|
||||
"Position": "1.469969,-0.2870641,56.12576",
|
||||
"Rotation": "0.003984303,-0.002858207,-0.008915529,0.9999482",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2563,9 +2560,9 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "foot_R",
|
||||
"Position": "1.982161,-4.910443,0.1893465",
|
||||
"Rotation": "0.0004871786,-0.00001364574,-0.0871154,0.9961981",
|
||||
"Scale": "1,1,1",
|
||||
"Position": "1.98215,-4.910992,0.1894621",
|
||||
"Rotation": "0.0004820525,-0.00001450255,-0.08708134,0.9962011",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
@ -2580,8 +2577,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "foot_L",
|
||||
"Position": "1.978681,4.966858,1.053351",
|
||||
"Rotation": "-0.08723652,0.9961876,0.0004068614,0.00001396679",
|
||||
"Position": "1.978714,4.967169,1.053503",
|
||||
"Rotation": "-0.08721654,0.9961893,0.0004095733,0.00001492791",
|
||||
"Scale": "1.000001,1.000001,1.000001",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
@ -2597,8 +2594,8 @@
|
||||
"__version": 1,
|
||||
"Flags": 8,
|
||||
"Name": "hat",
|
||||
"Position": "0.7779539,-0.2314876,71.36609",
|
||||
"Rotation": "0.01225863,-0.01333019,-0.01481459,0.9997262",
|
||||
"Position": "1.677502,-0.4118944,71.28418",
|
||||
"Rotation": "0.003984303,-0.002858207,-0.008915529,0.9999482",
|
||||
"Scale": "1.000003,1.000003,1.000003",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
|
||||
@ -107,38 +107,6 @@
|
||||
},
|
||||
"Volume": 1
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.Weapons.Weapon",
|
||||
"__guid": "fc38d078-995b-443a-b409-e877618fcf09",
|
||||
"__enabled": true,
|
||||
"bloodParticle": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.flesh.mist.prefab"
|
||||
},
|
||||
"Cooldown": 0.5,
|
||||
"Equipped": false,
|
||||
"GunRenderer": {
|
||||
"_type": "component",
|
||||
"component_id": "6017d24d-39d0-4acf-bf9f-010c345fd13d",
|
||||
"go": "dec3b7f3-79ae-4bb4-b868-8de9d0306ebb",
|
||||
"component_type": "SkinnedModelRenderer"
|
||||
},
|
||||
"MuzzleLight": {
|
||||
"_type": "gameobject",
|
||||
"go": "eda01dbe-7e56-4e66-af99-673e197e7dc0"
|
||||
},
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"particlePrefab": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.metal.prefab"
|
||||
},
|
||||
"WeaponDefinition": "items/pistol_test.weapon"
|
||||
},
|
||||
{
|
||||
"__type": "Sasalka.PickupItem",
|
||||
"__guid": "7350112e-dea3-4c22-b9fc-76eaed3d2e57",
|
||||
@ -152,19 +120,6 @@
|
||||
"OnComponentUpdate": null,
|
||||
"RequiresHold": false
|
||||
},
|
||||
{
|
||||
"__type": "Sasalka.InventoryItem",
|
||||
"__guid": "ce60c131-01f0-4aa3-a84c-c93eac1d1c2d",
|
||||
"__enabled": true,
|
||||
"Count": 1,
|
||||
"Definition": "items/pistol_test.weapon",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.BoxCollider",
|
||||
"__guid": "8a705640-2966-489e-a41a-2bf6f2cc62f0",
|
||||
@ -214,6 +169,41 @@
|
||||
"OverrideMassCenter": false,
|
||||
"RigidbodyFlags": 0,
|
||||
"StartAsleep": false
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.Weapons.BaseWeapon",
|
||||
"__guid": "b5ffb918-23a1-419f-a24f-fc29537de2fc",
|
||||
"__enabled": true,
|
||||
"BloodParticle": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.flesh.mist.prefab"
|
||||
},
|
||||
"Count": 1,
|
||||
"Definition": "items/pistol_test.weapon",
|
||||
"EjectShellPrefab": null,
|
||||
"EjectTransform": null,
|
||||
"GunRenderer": {
|
||||
"_type": "component",
|
||||
"component_id": "6017d24d-39d0-4acf-bf9f-010c345fd13d",
|
||||
"go": "dec3b7f3-79ae-4bb4-b868-8de9d0306ebb",
|
||||
"component_type": "SkinnedModelRenderer"
|
||||
},
|
||||
"MuzzleFlashPrefab": null,
|
||||
"MuzzleLight": {
|
||||
"_type": "gameobject",
|
||||
"go": "eda01dbe-7e56-4e66-af99-673e197e7dc0"
|
||||
},
|
||||
"MuzzleTransform": null,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"ParticlePrefab": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.metal.prefab"
|
||||
}
|
||||
}
|
||||
],
|
||||
"Children": [
|
||||
@ -269,126 +259,6 @@
|
||||
"Components": [],
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"__guid": "47bb3ba1-b0de-4af4-b639-235a5ad2c312",
|
||||
"__version": 1,
|
||||
"Flags": 0,
|
||||
"Name": "Laser2",
|
||||
"Position": "11.14736,-0.2659489,3.71905",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,0.1,0.1",
|
||||
"Tags": "",
|
||||
"Enabled": false,
|
||||
"NetworkMode": 2,
|
||||
"NetworkInterpolation": true,
|
||||
"NetworkOrphaned": 0,
|
||||
"OwnerTransfer": 1,
|
||||
"Components": [
|
||||
{
|
||||
"__type": "Sandbox.SkinnedModelRenderer",
|
||||
"__guid": "862e0738-e57f-456a-b0c8-ff03a165faf9",
|
||||
"__enabled": true,
|
||||
"AnimationGraph": null,
|
||||
"BodyGroups": 18446744073709551615,
|
||||
"BoneMergeTarget": null,
|
||||
"CreateAttachments": false,
|
||||
"CreateBoneObjects": false,
|
||||
"MaterialGroup": null,
|
||||
"MaterialOverride": "materials/pistol/glow_2.vmat",
|
||||
"Model": "lasermesh.vmdl",
|
||||
"Morphs": {},
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Parameters": {
|
||||
"bools": {},
|
||||
"ints": {},
|
||||
"floats": {},
|
||||
"vectors": {},
|
||||
"rotations": {}
|
||||
},
|
||||
"PlaybackRate": 1,
|
||||
"RenderOptions": {
|
||||
"GameLayer": true,
|
||||
"OverlayLayer": false,
|
||||
"BloomLayer": false,
|
||||
"AfterUILayer": false
|
||||
},
|
||||
"RenderType": "On",
|
||||
"Sequence": {
|
||||
"Name": null,
|
||||
"Looping": true,
|
||||
"Blending": false
|
||||
},
|
||||
"Tint": "1,1,1,1",
|
||||
"UseAnimGraph": true
|
||||
}
|
||||
],
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"__guid": "a9d8c3d0-cbcb-4ebe-994c-5f4c36f08996",
|
||||
"__version": 1,
|
||||
"Flags": 0,
|
||||
"Name": "Laser",
|
||||
"Position": "11.14736,-0.2659489,5.71905",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,0.1,0.1",
|
||||
"Tags": "",
|
||||
"Enabled": false,
|
||||
"NetworkMode": 2,
|
||||
"NetworkInterpolation": true,
|
||||
"NetworkOrphaned": 0,
|
||||
"OwnerTransfer": 1,
|
||||
"Components": [
|
||||
{
|
||||
"__type": "Sandbox.SkinnedModelRenderer",
|
||||
"__guid": "e1b93001-f96d-474d-bd6f-aaa2acb0d33e",
|
||||
"__enabled": true,
|
||||
"AnimationGraph": null,
|
||||
"BodyGroups": 18446744073709551615,
|
||||
"BoneMergeTarget": null,
|
||||
"CreateAttachments": false,
|
||||
"CreateBoneObjects": false,
|
||||
"MaterialGroup": null,
|
||||
"MaterialOverride": "materials/pistol/glow_2.vmat",
|
||||
"Model": "lasermesh.vmdl",
|
||||
"Morphs": {},
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Parameters": {
|
||||
"bools": {},
|
||||
"ints": {},
|
||||
"floats": {},
|
||||
"vectors": {},
|
||||
"rotations": {}
|
||||
},
|
||||
"PlaybackRate": 1,
|
||||
"RenderOptions": {
|
||||
"GameLayer": true,
|
||||
"OverlayLayer": false,
|
||||
"BloomLayer": false,
|
||||
"AfterUILayer": false
|
||||
},
|
||||
"RenderType": "On",
|
||||
"Sequence": {
|
||||
"Name": null,
|
||||
"Looping": true,
|
||||
"Blending": false
|
||||
},
|
||||
"Tint": "1,1,1,1",
|
||||
"UseAnimGraph": true
|
||||
}
|
||||
],
|
||||
"Children": []
|
||||
},
|
||||
{
|
||||
"__guid": "0e9f41d3-8000-4c3c-9cdd-076056da9d0a",
|
||||
"__version": 1,
|
||||
|
||||
270
Assets/prefabs/weapon/rifle.prefab
Normal file
270
Assets/prefabs/weapon/rifle.prefab
Normal file
@ -0,0 +1,270 @@
|
||||
{
|
||||
"RootObject": {
|
||||
"__guid": "ce810e36-c1c4-4ea3-be56-46c1d13e5273",
|
||||
"__version": 1,
|
||||
"Flags": 0,
|
||||
"Name": "rifle",
|
||||
"Position": "0,0,0",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,1,1",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
"NetworkInterpolation": true,
|
||||
"NetworkOrphaned": 0,
|
||||
"OwnerTransfer": 1,
|
||||
"Components": [
|
||||
{
|
||||
"__type": "Sandbox.SkinnedModelRenderer",
|
||||
"__guid": "b925eab6-e868-4a8b-98d2-253a888c8b61",
|
||||
"__enabled": true,
|
||||
"AnimationGraph": null,
|
||||
"BodyGroups": 3,
|
||||
"BoneMergeTarget": null,
|
||||
"CreateAttachments": false,
|
||||
"CreateBoneObjects": false,
|
||||
"MaterialGroup": null,
|
||||
"MaterialOverride": null,
|
||||
"Model": "models/weapons/sbox_smg_mp5/w_mp5.vmdl",
|
||||
"Morphs": {},
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Parameters": {
|
||||
"bools": {},
|
||||
"ints": {},
|
||||
"floats": {},
|
||||
"vectors": {},
|
||||
"rotations": {}
|
||||
},
|
||||
"PlaybackRate": 1,
|
||||
"RenderOptions": {
|
||||
"GameLayer": true,
|
||||
"OverlayLayer": false,
|
||||
"BloomLayer": false,
|
||||
"AfterUILayer": false
|
||||
},
|
||||
"RenderType": "On",
|
||||
"Sequence": {
|
||||
"Name": null,
|
||||
"Looping": true,
|
||||
"Blending": false
|
||||
},
|
||||
"Tint": "1,1,1,1",
|
||||
"UseAnimGraph": true
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.SoundPointComponent",
|
||||
"__guid": "7107268f-7ddf-4ecd-95c7-476f0245e407",
|
||||
"__enabled": true,
|
||||
"Distance": 2219,
|
||||
"DistanceAttenuation": true,
|
||||
"DistanceAttenuationOverride": true,
|
||||
"Falloff": [
|
||||
{
|
||||
"x": 0,
|
||||
"y": 1,
|
||||
"in": 3.1415927,
|
||||
"out": -3.1415927,
|
||||
"mode": "Mirrored"
|
||||
},
|
||||
{
|
||||
"x": 1,
|
||||
"y": 0,
|
||||
"in": 0,
|
||||
"out": 0,
|
||||
"mode": "Mirrored"
|
||||
}
|
||||
],
|
||||
"Force2d": false,
|
||||
"MaxRepeatTime": 1,
|
||||
"MinRepeatTime": 1,
|
||||
"Occlusion": false,
|
||||
"OcclusionOverride": false,
|
||||
"OcclusionRadius": 32,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Pitch": 1,
|
||||
"PlayOnStart": false,
|
||||
"ReflectionOverride": false,
|
||||
"Reflections": false,
|
||||
"Repeat": false,
|
||||
"SoundEvent": "sounds/shoot_sound_1.sound",
|
||||
"SoundOverride": false,
|
||||
"StopOnNew": true,
|
||||
"TargetMixer": {
|
||||
"Name": "game",
|
||||
"Id": "fa65adf3-a336-4d2b-9e2f-37f15349175a"
|
||||
},
|
||||
"Volume": 1
|
||||
},
|
||||
{
|
||||
"__type": "Sasalka.PickupItem",
|
||||
"__guid": "bd83be18-ee6a-4de8-b3eb-5faee04b353c",
|
||||
"__enabled": true,
|
||||
"Label": "E",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"RequiresHold": false
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.BoxCollider",
|
||||
"__guid": "d9bc44c9-fb0c-423f-abe7-313a9004f75f",
|
||||
"__enabled": true,
|
||||
"Center": "1.620956,-0.09806705,5.646916",
|
||||
"Friction": null,
|
||||
"IsTrigger": false,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"OnObjectTriggerEnter": null,
|
||||
"OnObjectTriggerExit": null,
|
||||
"OnTriggerEnter": null,
|
||||
"OnTriggerExit": null,
|
||||
"Scale": "22.61082,2.802388,10.66742",
|
||||
"Static": false,
|
||||
"Surface": null,
|
||||
"SurfaceVelocity": "0,0,0"
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.Rigidbody",
|
||||
"__guid": "22b20b29-fe55-4216-b753-3e0133f7fdeb",
|
||||
"__enabled": true,
|
||||
"AngularDamping": 0,
|
||||
"Gravity": true,
|
||||
"LinearDamping": 0,
|
||||
"Locking": {
|
||||
"X": false,
|
||||
"Y": false,
|
||||
"Z": false,
|
||||
"Pitch": false,
|
||||
"Yaw": false,
|
||||
"Roll": false
|
||||
},
|
||||
"MassCenterOverride": "0,0,0",
|
||||
"MassOverride": 35,
|
||||
"MotionEnabled": true,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"OverrideMassCenter": false,
|
||||
"RigidbodyFlags": 0,
|
||||
"StartAsleep": false
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.Weapons.BaseWeapon",
|
||||
"__guid": "d0fd09c4-795e-48f1-a8e0-d842e34a08b4",
|
||||
"__enabled": true,
|
||||
"BloodParticle": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.flesh.mist.prefab"
|
||||
},
|
||||
"Count": 1,
|
||||
"Definition": "items/rifle.weapon",
|
||||
"EjectShellPrefab": null,
|
||||
"EjectTransform": null,
|
||||
"GunRenderer": {
|
||||
"_type": "component",
|
||||
"component_id": "b925eab6-e868-4a8b-98d2-253a888c8b61",
|
||||
"go": "ce810e36-c1c4-4ea3-be56-46c1d13e5273",
|
||||
"component_type": "SkinnedModelRenderer"
|
||||
},
|
||||
"MuzzleFlashPrefab": null,
|
||||
"MuzzleLight": null,
|
||||
"MuzzleTransform": null,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"ParticlePrefab": {
|
||||
"_type": "gameobject",
|
||||
"prefab": "prefabs/impacts/impact.metal.prefab"
|
||||
}
|
||||
}
|
||||
],
|
||||
"Children": [
|
||||
{
|
||||
"__guid": "7fb74dde-10e5-42fe-a8ee-204e88d9191b",
|
||||
"__version": 1,
|
||||
"Flags": 0,
|
||||
"Name": "Point Light",
|
||||
"Position": "15.51598,0.00004095561,8.259875",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "1,1,1",
|
||||
"Tags": "light_point,light",
|
||||
"Enabled": false,
|
||||
"NetworkMode": 2,
|
||||
"NetworkInterpolation": true,
|
||||
"NetworkOrphaned": 0,
|
||||
"OwnerTransfer": 1,
|
||||
"Components": [
|
||||
{
|
||||
"__type": "Sandbox.PointLight",
|
||||
"__guid": "cff6f843-9ace-46d0-b3bf-cf882762b913",
|
||||
"__enabled": true,
|
||||
"Attenuation": 1,
|
||||
"FogMode": "Enabled",
|
||||
"FogStrength": 1,
|
||||
"LightColor": "0.45,1,0,1",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Radius": 400,
|
||||
"Shadows": true
|
||||
}
|
||||
],
|
||||
"Children": []
|
||||
}
|
||||
],
|
||||
"__properties": {
|
||||
"NetworkInterpolation": true,
|
||||
"TimeScale": 1,
|
||||
"WantsSystemScene": true,
|
||||
"Metadata": {},
|
||||
"NavMesh": {
|
||||
"Enabled": false,
|
||||
"IncludeStaticBodies": true,
|
||||
"IncludeKeyframedBodies": true,
|
||||
"EditorAutoUpdate": true,
|
||||
"AgentHeight": 64,
|
||||
"AgentRadius": 16,
|
||||
"AgentStepSize": 18,
|
||||
"AgentMaxSlope": 40,
|
||||
"ExcludedBodies": "",
|
||||
"IncludedBodies": ""
|
||||
}
|
||||
},
|
||||
"__variables": []
|
||||
},
|
||||
"ResourceVersion": 2,
|
||||
"ShowInMenu": false,
|
||||
"MenuPath": null,
|
||||
"MenuIcon": null,
|
||||
"DontBreakAsTemplate": false,
|
||||
"__references": [
|
||||
"facepunch.w_mp5#33703"
|
||||
],
|
||||
"__version": 2
|
||||
}
|
||||
166
Assets/prefabs/weapon/rifle_ammo.prefab
Normal file
166
Assets/prefabs/weapon/rifle_ammo.prefab
Normal file
@ -0,0 +1,166 @@
|
||||
{
|
||||
"RootObject": {
|
||||
"__guid": "4ff6f615-319d-4ec0-a44e-b41f043aba92",
|
||||
"__version": 1,
|
||||
"Flags": 0,
|
||||
"Name": "rifle_ammo",
|
||||
"Position": "0,0,0",
|
||||
"Rotation": "0,0,0,1",
|
||||
"Scale": "0.7,0.7,0.7",
|
||||
"Tags": "",
|
||||
"Enabled": true,
|
||||
"NetworkMode": 2,
|
||||
"NetworkInterpolation": true,
|
||||
"NetworkOrphaned": 0,
|
||||
"OwnerTransfer": 1,
|
||||
"Components": [
|
||||
{
|
||||
"__type": "Sandbox.SkinnedModelRenderer",
|
||||
"__guid": "9ef3a8e5-9305-4390-91ba-9c58981bb8ec",
|
||||
"__enabled": true,
|
||||
"AnimationGraph": null,
|
||||
"BodyGroups": 18446744073709551615,
|
||||
"BoneMergeTarget": null,
|
||||
"CreateAttachments": false,
|
||||
"CreateBoneObjects": false,
|
||||
"MaterialGroup": null,
|
||||
"MaterialOverride": null,
|
||||
"Model": "pr/gta5_ammo_1.vmdl",
|
||||
"Morphs": {},
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"Parameters": {
|
||||
"bools": {},
|
||||
"ints": {},
|
||||
"floats": {},
|
||||
"vectors": {},
|
||||
"rotations": {}
|
||||
},
|
||||
"PlaybackRate": 1,
|
||||
"RenderOptions": {
|
||||
"GameLayer": true,
|
||||
"OverlayLayer": false,
|
||||
"BloomLayer": false,
|
||||
"AfterUILayer": false
|
||||
},
|
||||
"RenderType": "On",
|
||||
"Sequence": {
|
||||
"Name": null,
|
||||
"Looping": true,
|
||||
"Blending": false
|
||||
},
|
||||
"Tint": "1,1,1,1",
|
||||
"UseAnimGraph": true
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.BoxCollider",
|
||||
"__guid": "e8bf0351-5b2f-46be-aba4-6fe5862578e7",
|
||||
"__enabled": true,
|
||||
"Center": "0.02521539,-0.003817081,3.401833",
|
||||
"Friction": null,
|
||||
"IsTrigger": false,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"OnObjectTriggerEnter": null,
|
||||
"OnObjectTriggerExit": null,
|
||||
"OnTriggerEnter": null,
|
||||
"OnTriggerExit": null,
|
||||
"Scale": "4.454757,15.74074,6.848438",
|
||||
"Static": false,
|
||||
"Surface": null,
|
||||
"SurfaceVelocity": "0,0,0"
|
||||
},
|
||||
{
|
||||
"__type": "Sasalka.PickupItem",
|
||||
"__guid": "c22be7d5-6e97-46f1-b4d4-ceadfd9c0c45",
|
||||
"__enabled": true,
|
||||
"Label": "E",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"RequiresHold": false
|
||||
},
|
||||
{
|
||||
"__type": "Sandbox.Rigidbody",
|
||||
"__guid": "d6491a9e-6cdd-4c0f-8153-97b7a4b4a83d",
|
||||
"__enabled": true,
|
||||
"AngularDamping": 0,
|
||||
"Gravity": true,
|
||||
"LinearDamping": 0,
|
||||
"Locking": {
|
||||
"X": false,
|
||||
"Y": false,
|
||||
"Z": false,
|
||||
"Pitch": false,
|
||||
"Yaw": false,
|
||||
"Roll": false
|
||||
},
|
||||
"MassCenterOverride": "0,0,0",
|
||||
"MassOverride": 0,
|
||||
"MotionEnabled": true,
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null,
|
||||
"OverrideMassCenter": false,
|
||||
"RigidbodyFlags": 0,
|
||||
"StartAsleep": false
|
||||
},
|
||||
{
|
||||
"__type": "Sasalka.InventoryItem",
|
||||
"__guid": "07adf41b-f453-45e5-9235-7f372563b8f7",
|
||||
"__enabled": true,
|
||||
"Count": 256,
|
||||
"Definition": "items/rifle.ammo",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null
|
||||
}
|
||||
],
|
||||
"Children": [],
|
||||
"__properties": {
|
||||
"NetworkInterpolation": true,
|
||||
"TimeScale": 1,
|
||||
"WantsSystemScene": true,
|
||||
"Metadata": {},
|
||||
"NavMesh": {
|
||||
"Enabled": false,
|
||||
"IncludeStaticBodies": true,
|
||||
"IncludeKeyframedBodies": true,
|
||||
"EditorAutoUpdate": true,
|
||||
"AgentHeight": 64,
|
||||
"AgentRadius": 16,
|
||||
"AgentStepSize": 18,
|
||||
"AgentMaxSlope": 40,
|
||||
"ExcludedBodies": "",
|
||||
"IncludedBodies": ""
|
||||
}
|
||||
},
|
||||
"__variables": []
|
||||
},
|
||||
"ResourceVersion": 2,
|
||||
"ShowInMenu": false,
|
||||
"MenuPath": null,
|
||||
"MenuIcon": null,
|
||||
"DontBreakAsTemplate": false,
|
||||
"__references": [
|
||||
"gtavteam.gta5ammo1#103232"
|
||||
],
|
||||
"__version": 2
|
||||
}
|
||||
@ -483,18 +483,18 @@
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "7cdbb78c-19c3-4f0a-9662-91609da57955",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "5fbe67ec-6b54-4560-87ef-8515fce7d33d",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "81bd6292-744c-4e33-8c6a-3904a13ee646",
|
||||
"eeca4029-990c-43e6-aa16-1df8fc69fa1c": "cd79147f-c09a-4b76-94a0-b46b730a9ff1",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "2bbccf7e-a902-430e-9436-a01d86a0fe5b",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "7fb3b2db-8dd8-4611-b79b-18529c4a2081",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "823f8251-0a51-4513-9995-178c44e63469",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "766cbde5-8f5c-4660-8608-100ffefbfa29",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "a8918404-1c91-48c8-ba49-f878516a2565",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "6151c1b8-ff4e-4cc8-99dd-1eff15bb641d",
|
||||
"038bd275-df09-422f-9f02-8448b02706f8": "bc2008a9-f206-4008-89d1-beee5d1051bd",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "8d625f14-d541-41ad-9c41-11561fb1a931",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "811e4d93-ba7e-4edd-9ac4-ccb89bc87fb3",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "90d493ea-1b5c-4a93-ba8b-a8b538fb4ade",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "2ccacb25-f30f-42ea-982d-bc521e4aefac",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "15f06e09-733f-4885-9a95-f7dd23d93657",
|
||||
"c4a3df64-7ff1-483a-9f9e-e181152d7645": "f5ed5bad-5418-4b0d-a6f6-3c0cdfbcef5f",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "82b483e1-7ceb-4ab0-865c-97891016f1a1",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "73756613-cabc-413b-8fec-024b6e6c0246",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "dd02755a-000b-440f-9e55-7b4b0b7bac75"
|
||||
}
|
||||
@ -530,22 +530,163 @@
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "2fe45086-5076-4fdc-a2c7-29ec92c23810",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "c7e24a6f-de41-4d1e-be96-0348b347119b",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "d7c8e6d4-4f33-4929-9600-91bab058201d",
|
||||
"eeca4029-990c-43e6-aa16-1df8fc69fa1c": "30727755-3261-4208-b2cd-604ea5f3110e",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "1a3087d3-c5ef-4770-8473-11ecb7e429b0",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "6d89a94c-3924-4534-822a-8199fcc273c6",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "7f1321e3-4e18-431a-ac36-4c006ff42ca2",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "dd9de019-e850-4b70-9f23-9c7606b71258",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "6835aaa4-31e7-44d3-bcf7-21435bfc30a8",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "24907222-1cef-4d26-aae2-55cde0ce8506",
|
||||
"038bd275-df09-422f-9f02-8448b02706f8": "f23c909a-e080-418f-8bf4-4812459b17b4",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "4e5c0f1e-d31e-40ad-ade5-594b2de38e2d",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "60d7794d-069e-4533-a002-5a0596f4a52d",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "f87dd0c6-58c1-4d94-9799-7ad2e8a247f8",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "abb38bd9-332e-45fc-8929-165de4a4cbde",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "2f496a29-ba4e-4878-abdb-85a9b2af2748",
|
||||
"c4a3df64-7ff1-483a-9f9e-e181152d7645": "89cb0618-4fb3-4ccf-b9d3-63abe5bd67ed",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "83bff6d3-cf32-4171-b61f-7f65107412f7",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "f291bdc2-16d4-496b-9cfc-2c1900649bf0",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "a2165c8e-f32c-4bba-a482-c0a1c52bfe1f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "4ed6abca-da6a-40a4-a85d-e3eb3ab9c9fe",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/ammobox.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "ammobox (3)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-208,0,25.9415"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "4ed6abca-da6a-40a4-a85d-e3eb3ab9c9fe",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "07934156-cd77-4ab8-8a7e-d18824fa97a2",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "1a4c01ee-6b56-4ece-9f44-067a75c6ed49",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "42f257d3-c347-4e42-98c3-50b3ef90b616",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "c81e4f94-ee68-411e-8fc9-620bb554713a",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "79bafc64-2b92-459d-9b0d-cfbdbe7a9d3d",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "c6a1c625-0f1d-4e2d-a827-ff1900a1b78a",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "0813eb9d-0650-4535-b508-8ee8492de37f",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "98137f85-135f-421a-aeb4-f19da15fdcb9",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "e81c11b9-e5ba-4706-973e-ba524f950f53",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "3d5b8eea-68c8-437c-8e94-4a65547d4ca5",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "d8952b1b-43da-41f3-8b2d-e78535dc259f",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "d2bb83c5-4890-4778-ac8b-d28521fdbabe",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "8c0262f4-3716-4002-950e-ac4275727078",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "aeff76fb-997e-4c18-b5ae-5cd7c5519c51",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "b93d37a8-08d7-483b-ac33-7ba4ff3578e0",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "3c748d15-e279-491e-8818-14b16c13f449"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "f85bc434-abd2-4df8-afe2-6938d81882e7",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/ammobox.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "ammobox (4)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-208,-73.59452,25.9415"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "f85bc434-abd2-4df8-afe2-6938d81882e7",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "53144f80-1ae6-4e38-afd8-de5b940c9914",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "a8f7cbe5-1a72-4f23-be58-54f94834a856",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "3f843b6a-4ff0-4e98-a8b3-712de388be30",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "2dbbb9a0-8442-4d3f-b029-3baa42cb8160",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "ff359104-6fac-4007-bd4a-e36c4bfaa8f6",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "bdfae16e-cb5e-484b-a6fd-77253077120c",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "935de003-427d-4cd6-8afd-1d2e576aebbc",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "2a6379aa-065d-4115-9e64-42105c075829",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "667ca01c-b3f1-4ce3-acae-b1621106c75e",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "30a1989e-1697-4122-b2fc-2a8c995f44fa",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "d2298566-d2fb-4166-9edf-2362a0b8704b",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "4cf14ee4-793d-45ee-8683-a4accb99bcab",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "9bbd7a6a-e21e-4f33-9547-d1e15b599950",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "78315867-fa2d-43be-9502-bdc5e1226c22",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "f5b20e36-4239-4214-b807-aa3d3882ab8c",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "18acb634-ca98-42c0-9a0c-df5df0fc774f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "2b30f1ea-0750-4356-8c74-f1df112f0eca",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/ammobox.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "ammobox (5)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-208,63.99999,25.9415"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "2b30f1ea-0750-4356-8c74-f1df112f0eca",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "ecbe40cb-4a40-4ba8-a11b-4f8a3c4bafdf",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "8ed3d160-7285-4c45-bded-f04d9065358a",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "597ad90e-a16b-46b2-8d57-29365272387b",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "43d19e9d-c180-4015-9e40-c960f9a5eb9b",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "d47aa8c4-ab1e-4c6a-b9f1-e75a51b49b87",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "cf7c358d-803c-438e-bb77-37808b53db0e",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "ac5687fd-4ca1-4249-bae6-e5585c89587a",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "3b61ed68-653c-481d-9f1f-d3e32de495f7",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "99960b6a-3144-4c60-9f04-81a181889fd7",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "9b438347-d95f-451b-a7b8-6d3f35d77d5b",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "5e7ae2a9-b609-405a-a334-14bc66464ab7",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "391280d0-b4d2-47d5-9a34-e9d993067213",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "9f7e2cee-2331-47ca-8188-2a33630267d5",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "eb68193a-9338-4598-b12e-16ae5e53c255",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "5ce66eb8-f11b-42df-8b74-7c0bec829628",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "c7fc3e9f-2388-4e69-89b4-a1b559a9beb7"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "ef158b83-fa9f-4774-9eb1-36651c8b08a9",
|
||||
"__version": 1,
|
||||
@ -577,18 +718,18 @@
|
||||
"e5e018f2-9cad-4ece-b160-ab2aa3aeb7ec": "ef158b83-fa9f-4774-9eb1-36651c8b08a9",
|
||||
"ee9d15a8-ffe9-43f1-b6b4-2f04ce55c908": "c1b4d1db-34b2-4dd2-986c-0ca47ee367c6",
|
||||
"5830c995-d747-4c8c-abd7-b0366fa2a2aa": "688d5b7a-3628-411c-bce4-7e71c36b65c8",
|
||||
"eeca4029-990c-43e6-aa16-1df8fc69fa1c": "32cb01e1-fc77-431b-ae65-96f807c4580e",
|
||||
"a8bc6a6d-dc7b-441a-8191-79e83a998981": "1aa4e1fb-9d82-4691-bab8-eecf3e6527bb",
|
||||
"4d97a077-f187-44f4-967b-d346530c38d9": "621b7ca2-7ae7-4867-9251-30e27db49025",
|
||||
"beaec0c2-ccc3-48b0-8459-5a3f3fe679f1": "57855c6f-9f2c-45a8-a493-b4144dabbdae",
|
||||
"e428ecbc-40fd-4ec5-b1af-373bce265f3e": "f421713f-ba53-49ef-9299-e43dfbafcb96",
|
||||
"ce6aaed8-3ae5-41a4-a21c-1386b86a158a": "3d8d56a5-3400-4f27-bfd6-ea9bdca3d1fc",
|
||||
"1ef0f21d-1147-4a46-97e8-97c587a99040": "75e8850c-7f68-42f8-b708-5cee771c0712",
|
||||
"038bd275-df09-422f-9f02-8448b02706f8": "248d9927-b022-4daa-aa13-222b1e5a4a96",
|
||||
"edaf7116-38ed-4e2f-91d6-b20aa9a1a009": "1bb154cf-2ec2-484b-8d4a-9cd6e3513172",
|
||||
"1bb4075f-849c-4761-93bc-38f31cd11650": "72218084-be9b-4bf0-986a-166ca09da287",
|
||||
"0b67d1c5-594a-49fa-8c23-e7a3ed9edb2c": "7f607022-8e99-4761-9e9b-72a71ae4d5a8",
|
||||
"3cd5251b-38a8-4f0e-8b33-4b2e5f7041ab": "a766afdb-5b02-4407-96f7-0a0e345ba3c1",
|
||||
"8b94182b-9ac1-4646-8f8c-d3188a804946": "67c84159-9ad0-43fb-880c-3ad680d09cd3",
|
||||
"c4a3df64-7ff1-483a-9f9e-e181152d7645": "deaf34f3-b848-4556-ab94-f9c93cadf1bc",
|
||||
"8546ae27-6c60-4e32-b613-760bc20bd651": "4b0938e9-2c6f-4c70-887f-dcc815aa4907",
|
||||
"064ba569-c0b4-48ac-8ab4-a5c4d63b1a30": "bd311d99-63b5-4a80-8fc6-7debe7012e8d",
|
||||
"50b368f3-d27b-4408-a66b-a9d852e6fbae": "a5a33b69-7390-4492-8dfd-a52766b99b88"
|
||||
}
|
||||
@ -624,20 +765,15 @@
|
||||
"dec3b7f3-79ae-4bb4-b868-8de9d0306ebb": "1034f502-c912-439a-ac04-247c569da01d",
|
||||
"6017d24d-39d0-4acf-bf9f-010c345fd13d": "4a6feb0c-3798-41fd-b68f-9f43df293833",
|
||||
"be95c906-5f2f-4239-8fd6-a42a148dea6e": "7844d416-a403-43e6-b473-c337d1be6fc5",
|
||||
"fc38d078-995b-443a-b409-e877618fcf09": "428482a2-31e0-4f7b-a587-eb91a6027627",
|
||||
"f5968c60-ed2e-47d1-a2bf-353e0398f234": "257dce97-2921-4cf9-95de-e06525bd0492",
|
||||
"ce60c131-01f0-4aa3-a84c-c93eac1d1c2d": "cb13417e-2527-40b7-9ddf-2c017f9a8a49",
|
||||
"8a705640-2966-489e-a41a-2bf6f2cc62f0": "a5f8a313-cccc-4c11-98c0-e82b09badcd3",
|
||||
"8b4ca11f-8cd7-4bb5-bb63-df86dac15ab9": "43445fd1-090e-49c9-8ed7-80ee31b7e783",
|
||||
"eda01dbe-7e56-4e66-af99-673e197e7dc0": "2b8b3252-0ecd-4f4b-9330-abc2f28b1a41",
|
||||
"1e1e54b4-ebf1-4211-9ca9-0eaa37f7bf7e": "5a7aa1bb-b972-401d-ab32-fc2d5e8b7ed6",
|
||||
"d81748e9-bc3d-4d68-97b5-5602bf5e0e15": "ce0cb119-4e70-4cc4-acbb-fb6d427da560",
|
||||
"47bb3ba1-b0de-4af4-b639-235a5ad2c312": "b9e29a07-c32c-43df-9b07-ec3e476aae4f",
|
||||
"862e0738-e57f-456a-b0c8-ff03a165faf9": "60c3cc77-fcc1-40a5-b59f-e6d95928d1c3",
|
||||
"a9d8c3d0-cbcb-4ebe-994c-5f4c36f08996": "01aaf3a8-35b9-42ed-92b6-ca6ebab54da4",
|
||||
"e1b93001-f96d-474d-bd6f-aaa2acb0d33e": "869a166b-198b-415e-bf4b-4c2fb433c0db",
|
||||
"0e9f41d3-8000-4c3c-9cdd-076056da9d0a": "18f82aba-24fa-4b6e-837b-fd1ec2476eed",
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "78aa5d8b-aa80-4567-a4c6-e1a2a68ce75d"
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "78aa5d8b-aa80-4567-a4c6-e1a2a68ce75d",
|
||||
"7350112e-dea3-4c22-b9fc-76eaed3d2e57": "fba83d2a-9c99-4675-bfa4-bdb2a625a89d",
|
||||
"b5ffb918-23a1-419f-a24f-fc29537de2fc": "6ef6b2f8-b552-4007-9df0-0f2b2842ed5e"
|
||||
}
|
||||
},
|
||||
{
|
||||
@ -679,20 +815,15 @@
|
||||
"dec3b7f3-79ae-4bb4-b868-8de9d0306ebb": "b87ddd8d-e792-4e56-808d-edfe666a9dfa",
|
||||
"6017d24d-39d0-4acf-bf9f-010c345fd13d": "a04677d0-af09-4eb5-bda6-9019c17389d2",
|
||||
"be95c906-5f2f-4239-8fd6-a42a148dea6e": "204255d7-7330-4b3d-b0fd-e648a4b8c728",
|
||||
"fc38d078-995b-443a-b409-e877618fcf09": "ff3f86ae-660f-4a43-a0b0-1c7e87d1e642",
|
||||
"f5968c60-ed2e-47d1-a2bf-353e0398f234": "2c56a4c8-eb8d-44aa-95fa-6c27d6391e4d",
|
||||
"ce60c131-01f0-4aa3-a84c-c93eac1d1c2d": "4157870e-5b90-40cb-a0ba-3c61a7805d06",
|
||||
"8a705640-2966-489e-a41a-2bf6f2cc62f0": "1eb22b1c-ab75-4553-9470-f5e3e4eef369",
|
||||
"8b4ca11f-8cd7-4bb5-bb63-df86dac15ab9": "f9cec441-fa67-4932-a804-41c9beebf07e",
|
||||
"eda01dbe-7e56-4e66-af99-673e197e7dc0": "992ea752-8961-4068-9eab-d35e51bc240f",
|
||||
"1e1e54b4-ebf1-4211-9ca9-0eaa37f7bf7e": "b3f8207d-7199-468e-989a-72b07e3677c8",
|
||||
"d81748e9-bc3d-4d68-97b5-5602bf5e0e15": "50248e35-b382-47fe-93df-d76bb692a7a9",
|
||||
"47bb3ba1-b0de-4af4-b639-235a5ad2c312": "c79ec4c2-e9cf-4199-81e8-fdf08bde20f9",
|
||||
"862e0738-e57f-456a-b0c8-ff03a165faf9": "2f84939e-7c85-4728-8b3e-a837e45b9be0",
|
||||
"a9d8c3d0-cbcb-4ebe-994c-5f4c36f08996": "6df11cad-369d-452f-8369-26c29a5ae85a",
|
||||
"e1b93001-f96d-474d-bd6f-aaa2acb0d33e": "b2222db5-cc8b-4d65-af65-af81c58fb513",
|
||||
"0e9f41d3-8000-4c3c-9cdd-076056da9d0a": "bb16be7f-8738-447c-af5e-7a13e7d37496",
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "40650dba-c62c-4cad-b758-8f93888fd18a"
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "40650dba-c62c-4cad-b758-8f93888fd18a",
|
||||
"7350112e-dea3-4c22-b9fc-76eaed3d2e57": "a190d639-c064-4db7-b45c-b1321ac7df19",
|
||||
"b5ffb918-23a1-419f-a24f-fc29537de2fc": "871fc5b1-f10c-43c4-969e-da41517af821"
|
||||
}
|
||||
},
|
||||
{
|
||||
@ -734,20 +865,15 @@
|
||||
"dec3b7f3-79ae-4bb4-b868-8de9d0306ebb": "4c079c5e-e371-418f-9a37-9b5d1118d5a4",
|
||||
"6017d24d-39d0-4acf-bf9f-010c345fd13d": "b2d698cd-6aee-497b-bfa9-163d21d2e0b5",
|
||||
"be95c906-5f2f-4239-8fd6-a42a148dea6e": "fa129559-6f5f-40ee-87f0-9ab69ee70743",
|
||||
"fc38d078-995b-443a-b409-e877618fcf09": "16b190ad-d52f-403d-882b-bff9261232ae",
|
||||
"f5968c60-ed2e-47d1-a2bf-353e0398f234": "7f88a632-e787-4609-8a8b-ecd3f555872a",
|
||||
"ce60c131-01f0-4aa3-a84c-c93eac1d1c2d": "e59c9852-cd4c-4475-9385-4fd32ad4b876",
|
||||
"8a705640-2966-489e-a41a-2bf6f2cc62f0": "aa7217af-d2b3-440f-9852-c8c047c096c6",
|
||||
"8b4ca11f-8cd7-4bb5-bb63-df86dac15ab9": "1ad59142-d2a2-47c6-88ee-4ed5817cb5c6",
|
||||
"eda01dbe-7e56-4e66-af99-673e197e7dc0": "a1daf45d-3c28-410e-99ac-bd46423d460d",
|
||||
"1e1e54b4-ebf1-4211-9ca9-0eaa37f7bf7e": "c720be7c-379a-423e-93c0-27cb95e0f5da",
|
||||
"d81748e9-bc3d-4d68-97b5-5602bf5e0e15": "8b332009-dcae-4b4c-a7fd-3516d124a8e0",
|
||||
"47bb3ba1-b0de-4af4-b639-235a5ad2c312": "fa7761a6-39cd-4a52-9e79-02b814a93513",
|
||||
"862e0738-e57f-456a-b0c8-ff03a165faf9": "64583c12-6561-414c-8e46-c5da3b76441f",
|
||||
"a9d8c3d0-cbcb-4ebe-994c-5f4c36f08996": "b57ab630-575f-40d7-8c79-a58a3fc11714",
|
||||
"e1b93001-f96d-474d-bd6f-aaa2acb0d33e": "ac520095-a46f-41df-a98f-dcb0c2c4fc1b",
|
||||
"0e9f41d3-8000-4c3c-9cdd-076056da9d0a": "6f1cd41b-072f-4ca9-86be-ea3e169e01be",
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "9712ecae-2ba2-4476-97ca-70129d6f141b"
|
||||
"3803bdb5-aa92-46f7-91a6-1dfad9549cf4": "9712ecae-2ba2-4476-97ca-70129d6f141b",
|
||||
"7350112e-dea3-4c22-b9fc-76eaed3d2e57": "37b10582-4dce-421a-b292-1f48daaf3443",
|
||||
"b5ffb918-23a1-419f-a24f-fc29537de2fc": "46d83bee-de04-427e-9f67-7afa1eac8fb9"
|
||||
}
|
||||
},
|
||||
{
|
||||
@ -5120,6 +5246,333 @@
|
||||
"c888eaab-cb05-4469-bf5f-7c23ede5c25f": "799f4a0c-f42b-46e6-ba2b-44de0a85255e",
|
||||
"a90f059e-5c0a-4122-b742-9dd12e5d8494": "d14d3f67-52e9-4ff1-9348-66990b170c0f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "2499dcc5-fb26-4924-b563-6ecb05df2dc3",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-208,-13.85934,26.00335"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Rotation",
|
||||
"Value": "0.7071067,0,0,0.7071068"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"ce810e36-c1c4-4ea3-be56-46c1d13e5273": "2499dcc5-fb26-4924-b563-6ecb05df2dc3",
|
||||
"b925eab6-e868-4a8b-98d2-253a888c8b61": "01f91416-76bc-40ac-b670-ca117c22abb6",
|
||||
"bd83be18-ee6a-4de8-b3eb-5faee04b353c": "c5fdbef3-eeb9-4200-82e9-5b6b5515974f",
|
||||
"d9bc44c9-fb0c-423f-abe7-313a9004f75f": "5164271e-68f3-4805-875a-d0ea6b39c9fa",
|
||||
"22b20b29-fe55-4216-b753-3e0133f7fdeb": "b61089c3-00a5-4781-bbe1-bf752f003d07",
|
||||
"7107268f-7ddf-4ecd-95c7-476f0245e407": "b0d8899c-121b-42a1-9c63-df2860a1493a",
|
||||
"7fb74dde-10e5-42fe-a8ee-204e88d9191b": "5f6df403-c654-4be7-8aaf-c208a4f3130f",
|
||||
"cff6f843-9ace-46d0-b3bf-cf882762b913": "276dd906-367f-449a-b5a1-dfb041feeb4d",
|
||||
"d0fd09c4-795e-48f1-a8e0-d842e34a08b4": "46248e67-0af7-4e77-902a-e75ef1202d43"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "e23945c0-235c-4642-befd-7f58558ef0b5",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "rifle (1)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-208.9104,-39.05935,26.00336"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Rotation",
|
||||
"Value": "0.7071067,0,0,0.7071068"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"ce810e36-c1c4-4ea3-be56-46c1d13e5273": "e23945c0-235c-4642-befd-7f58558ef0b5",
|
||||
"b925eab6-e868-4a8b-98d2-253a888c8b61": "010a6dad-2fe1-4d11-ac26-759762e797a7",
|
||||
"bd83be18-ee6a-4de8-b3eb-5faee04b353c": "aac79729-e403-4a48-844e-eefbde508a0d",
|
||||
"d9bc44c9-fb0c-423f-abe7-313a9004f75f": "d216c2f0-6a89-4866-b603-1e5457b395eb",
|
||||
"22b20b29-fe55-4216-b753-3e0133f7fdeb": "303c3eae-b7cc-405c-8bcc-317512e225dc",
|
||||
"7107268f-7ddf-4ecd-95c7-476f0245e407": "c1b9af59-87d8-4adb-ab82-d0c3539e8e1d",
|
||||
"7fb74dde-10e5-42fe-a8ee-204e88d9191b": "5478ea76-dfa6-4a7a-b41e-58fdebe2fca7",
|
||||
"cff6f843-9ace-46d0-b3bf-cf882762b913": "33c3ede2-63ff-4013-9ffd-8529e7325348",
|
||||
"d0fd09c4-795e-48f1-a8e0-d842e34a08b4": "8f878f51-1f1a-4b59-a06f-5952e3053599"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "512d0db7-6be3-4581-a79d-dca09c417850",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "rifle (2)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-209.404,51.58465,26.00338"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Rotation",
|
||||
"Value": "0.7071067,0,0,0.7071068"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"ce810e36-c1c4-4ea3-be56-46c1d13e5273": "512d0db7-6be3-4581-a79d-dca09c417850",
|
||||
"b925eab6-e868-4a8b-98d2-253a888c8b61": "9919f394-a282-44fe-80b3-f261d27e1700",
|
||||
"bd83be18-ee6a-4de8-b3eb-5faee04b353c": "07022d82-c2b0-4b86-9cfc-2b857c279ac9",
|
||||
"d9bc44c9-fb0c-423f-abe7-313a9004f75f": "bd8a2e28-d210-43f0-81dd-3b13263dab3f",
|
||||
"22b20b29-fe55-4216-b753-3e0133f7fdeb": "bebc3d6c-40a2-4ea0-a9cf-dd87656860df",
|
||||
"7107268f-7ddf-4ecd-95c7-476f0245e407": "8837a81e-1379-483f-b883-8945f8137af2",
|
||||
"7fb74dde-10e5-42fe-a8ee-204e88d9191b": "5ba76d69-72de-4036-a3ab-6eb2c7c7d231",
|
||||
"cff6f843-9ace-46d0-b3bf-cf882762b913": "d834a9db-6a5a-4105-a33f-128907a3307d",
|
||||
"d0fd09c4-795e-48f1-a8e0-d842e34a08b4": "29bf53ee-55b5-434e-bb41-aeac37ff005d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "5b93b68d-71e7-4cbc-8056-968b95b8445a",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle_ammo.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "4ff6f615-319d-4ec0-a44e-b41f043aba92"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-217.1469,-5.468893,25.56124"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "Component",
|
||||
"IdValue": "07adf41b-f453-45e5-9235-7f372563b8f7"
|
||||
},
|
||||
"Property": "Count",
|
||||
"Value": 14
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"4ff6f615-319d-4ec0-a44e-b41f043aba92": "5b93b68d-71e7-4cbc-8056-968b95b8445a",
|
||||
"9ef3a8e5-9305-4390-91ba-9c58981bb8ec": "c902b0b2-9ec7-4f03-b82f-7f40efc04b6a",
|
||||
"e8bf0351-5b2f-46be-aba4-6fe5862578e7": "df220559-759d-4ab3-b15c-c13b47a28386",
|
||||
"c22be7d5-6e97-46f1-b4d4-ceadfd9c0c45": "88936a05-2693-46b0-83ce-ffda951f3905",
|
||||
"d6491a9e-6cdd-4c0f-8153-97b7a4b4a83d": "e0d91cbe-c5b9-4110-a324-dd024b167f03",
|
||||
"07adf41b-f453-45e5-9235-7f372563b8f7": "1a6a6073-1f8e-4993-8e6a-b51d7c065217"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "4d943eb3-f8b8-45e5-9b4e-278f4f351409",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle_ammo.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "4ff6f615-319d-4ec0-a44e-b41f043aba92"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "rifle_ammo (1)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "4ff6f615-319d-4ec0-a44e-b41f043aba92"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-199.6675,16.48223,25.56122"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"4ff6f615-319d-4ec0-a44e-b41f043aba92": "4d943eb3-f8b8-45e5-9b4e-278f4f351409",
|
||||
"9ef3a8e5-9305-4390-91ba-9c58981bb8ec": "c2e62036-ab51-4972-8631-6b36a84e8b39",
|
||||
"e8bf0351-5b2f-46be-aba4-6fe5862578e7": "330da1e7-7644-4afd-86b6-7b0723bf2a8e",
|
||||
"c22be7d5-6e97-46f1-b4d4-ceadfd9c0c45": "4ed5a889-8a33-499f-87e5-88ceb6bbb73a",
|
||||
"d6491a9e-6cdd-4c0f-8153-97b7a4b4a83d": "030db021-795e-441a-a504-5aa268d2a9e1",
|
||||
"07adf41b-f453-45e5-9235-7f372563b8f7": "f816e542-f148-4b37-aad8-1e37851fc1d4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "9fd8f5b0-5cdc-4ab7-9a6b-ea78f751ea0b",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle_ammo.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "4ff6f615-319d-4ec0-a44e-b41f043aba92"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "rifle_ammo (2)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "4ff6f615-319d-4ec0-a44e-b41f043aba92"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-198.7243,80.48689,25.56121"
|
||||
}
|
||||
],
|
||||
"MovedObjects": []
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"4ff6f615-319d-4ec0-a44e-b41f043aba92": "9fd8f5b0-5cdc-4ab7-9a6b-ea78f751ea0b",
|
||||
"9ef3a8e5-9305-4390-91ba-9c58981bb8ec": "d71d19d0-046f-40b5-8d05-f5c070a7343d",
|
||||
"e8bf0351-5b2f-46be-aba4-6fe5862578e7": "6264c534-ba6c-4fd0-add4-f414260edece",
|
||||
"c22be7d5-6e97-46f1-b4d4-ceadfd9c0c45": "1a1edea4-a02e-4316-85bb-ac79fe496ac2",
|
||||
"d6491a9e-6cdd-4c0f-8153-97b7a4b4a83d": "79e99158-1c51-40b0-b10b-313908b745d8",
|
||||
"07adf41b-f453-45e5-9235-7f372563b8f7": "7d0617d9-333f-486d-aec5-12f8b15154ff"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__guid": "e607bfcb-5213-4619-917b-d46537ab1892",
|
||||
"__version": 1,
|
||||
"__Prefab": "prefabs/weapon/rifle.prefab",
|
||||
"__PrefabInstancePatch": {
|
||||
"AddedObjects": [
|
||||
{
|
||||
"Id": {
|
||||
"Type": "Component",
|
||||
"IdValue": "eb5130b9-321a-4858-bc91-c682b22580ba"
|
||||
},
|
||||
"Parent": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"PreviousElement": {
|
||||
"Type": "Component",
|
||||
"IdValue": "b925eab6-e868-4a8b-98d2-253a888c8b61"
|
||||
},
|
||||
"ContainerProperty": "Components",
|
||||
"IsContainerArray": true,
|
||||
"Data": {
|
||||
"__type": "Sasalka.InventoryItem",
|
||||
"__guid": "eb5130b9-321a-4858-bc91-c682b22580ba",
|
||||
"__enabled": true,
|
||||
"Count": 1,
|
||||
"Definition": "items/rifle.weapon",
|
||||
"OnComponentDestroy": null,
|
||||
"OnComponentDisabled": null,
|
||||
"OnComponentEnabled": null,
|
||||
"OnComponentFixedUpdate": null,
|
||||
"OnComponentStart": null,
|
||||
"OnComponentUpdate": null
|
||||
}
|
||||
}
|
||||
],
|
||||
"RemovedObjects": [],
|
||||
"PropertyOverrides": [
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Name",
|
||||
"Value": "rifle (3)"
|
||||
},
|
||||
{
|
||||
"Target": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"Property": "Position",
|
||||
"Value": "-160,0,3.65008"
|
||||
}
|
||||
],
|
||||
"MovedObjects": [
|
||||
{
|
||||
"Id": {
|
||||
"Type": "Component",
|
||||
"IdValue": "7107268f-7ddf-4ecd-95c7-476f0245e407"
|
||||
},
|
||||
"NewParent": {
|
||||
"Type": "GameObject",
|
||||
"IdValue": "ce810e36-c1c4-4ea3-be56-46c1d13e5273"
|
||||
},
|
||||
"NewContainerProperty": "Components",
|
||||
"IsNewContainerArray": true,
|
||||
"NewPreviousElement": {
|
||||
"Type": "Component",
|
||||
"IdValue": "eb5130b9-321a-4858-bc91-c682b22580ba"
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
"__PrefabIdToInstanceId": {
|
||||
"ce810e36-c1c4-4ea3-be56-46c1d13e5273": "e607bfcb-5213-4619-917b-d46537ab1892",
|
||||
"b925eab6-e868-4a8b-98d2-253a888c8b61": "89dc490e-fe2c-4fb7-92c5-f6299b047343",
|
||||
"7107268f-7ddf-4ecd-95c7-476f0245e407": "eb0d8009-8496-4d0e-9a0d-f158a36cb1f0",
|
||||
"bd83be18-ee6a-4de8-b3eb-5faee04b353c": "9834df62-90f0-4830-b048-294a44f26ddc",
|
||||
"d9bc44c9-fb0c-423f-abe7-313a9004f75f": "9d8e601e-e574-477d-a819-03c461370f61",
|
||||
"22b20b29-fe55-4216-b753-3e0133f7fdeb": "0dbb72f1-e163-4dce-8322-b1c088e0169c",
|
||||
"7fb74dde-10e5-42fe-a8ee-204e88d9191b": "bb4c4d4f-0f56-4c45-a03b-084374dde4ea",
|
||||
"cff6f843-9ace-46d0-b3bf-cf882762b913": "8fecfa58-c7fb-445e-8e74-ad3dd151c024",
|
||||
"d0fd09c4-795e-48f1-a8e0-d842e34a08b4": "b5030d94-b7ba-4836-84d6-a89385426682"
|
||||
}
|
||||
}
|
||||
],
|
||||
"SceneProperties": {
|
||||
|
||||
@ -19,7 +19,7 @@ public class WeaponItemDefinition : BaseItemDefinition, IEquipable
|
||||
public float Damage { get; set; } = 10f;
|
||||
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public float FireRate { get; set; } = 1f;
|
||||
public float FireRate { get; set; } = 10f; // Выстрелов в секунду
|
||||
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public float Range { get; set; } = 1000f;
|
||||
@ -30,6 +30,15 @@ public class WeaponItemDefinition : BaseItemDefinition, IEquipable
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public string AmmoType { get; set; } = "Pistol";
|
||||
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public float ReloadTime { get; set; } = 2f;
|
||||
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public float Spread { get; set; } = 0.02f; // Разброс при стрельбе
|
||||
|
||||
[Property, Category( "Weapon Properties" )]
|
||||
public bool IsAutomatic { get; set; } = true; // Всегда автоматический режим
|
||||
|
||||
public override Inventar.InventorySlot? GetSlot() => Slot;
|
||||
|
||||
public override ItemCategory Category => ItemCategory.Weapon;
|
||||
|
||||
@ -65,36 +65,37 @@ public class Inventar : Component
|
||||
/// <summary>
|
||||
/// Добавляет предмет в инвентарь, распределяя по существующим и новым стекам. Возвращает остаток, который не удалось добавить (или 0, если всё добавлено).
|
||||
/// </summary>
|
||||
public int AddItem(InventoryItem item)
|
||||
public int AddItem( InventoryItem item )
|
||||
{
|
||||
if (item == null || item.Definition == null || item.Count <= 0)
|
||||
if ( item == null || item.Definition == null || item.Count <= 0 )
|
||||
return item.Count;
|
||||
|
||||
int toAdd = item.Count;
|
||||
|
||||
// 1. Заполняем существующие стаки
|
||||
foreach (var stack in Items.Where(x => x.Definition == item.Definition && x.Count < x.Definition.MaxCount))
|
||||
foreach ( var stack in Items.Where( x => x.Definition == item.Definition && x.Count < x.Definition.MaxCount ) )
|
||||
{
|
||||
int canAdd = Math.Min(toAdd, stack.Definition.MaxCount - stack.Count);
|
||||
if (canAdd > 0)
|
||||
int canAdd = Math.Min( toAdd, stack.Definition.MaxCount - stack.Count );
|
||||
if ( canAdd > 0 )
|
||||
{
|
||||
stack.Count += canAdd;
|
||||
toAdd -= canAdd;
|
||||
OnChanged?.Invoke();
|
||||
OnItemAdded?.Invoke(stack);
|
||||
OnItemAdded?.Invoke( stack );
|
||||
}
|
||||
if (toAdd <= 0) return 0;
|
||||
|
||||
if ( toAdd <= 0 ) return 0;
|
||||
}
|
||||
|
||||
// 2. Добавляем новые стаки, если есть место
|
||||
while (toAdd > 0 && (UnlimitedSlots || Items.Count < MaxInventorySlots))
|
||||
while ( toAdd > 0 && (UnlimitedSlots || Items.Count < MaxInventorySlots) )
|
||||
{
|
||||
int stackCount = Math.Min(toAdd, item.Definition.MaxCount);
|
||||
int stackCount = Math.Min( toAdd, item.Definition.MaxCount );
|
||||
var newStack = new InventoryItem { Definition = item.Definition, Count = stackCount };
|
||||
Items.Add(newStack);
|
||||
Items.Add( newStack );
|
||||
toAdd -= stackCount;
|
||||
OnChanged?.Invoke();
|
||||
OnItemAdded?.Invoke(newStack);
|
||||
OnItemAdded?.Invoke( newStack );
|
||||
}
|
||||
|
||||
// 3. Возвращаем остаток, если не всё удалось добавить
|
||||
@ -149,6 +150,7 @@ public class Inventar : Component
|
||||
// Экипировать новый предмет
|
||||
EquippedItems[slot.Value] = item;
|
||||
item.Equipped = true;
|
||||
item.OnEquipped();
|
||||
OnEquipped?.Invoke( item );
|
||||
OnChanged?.Invoke();
|
||||
return true;
|
||||
@ -159,19 +161,19 @@ public class Inventar : Component
|
||||
if ( item == null || !Items.Contains( item ) )
|
||||
return;
|
||||
|
||||
// Создаем копию предмета для выбрасывания
|
||||
var droppedItem = new InventoryItem
|
||||
{
|
||||
Definition = item.Definition,
|
||||
Count = item.Count // Выбрасываем всю стопку
|
||||
};
|
||||
// // Создаем копию предмета для выбрасывания
|
||||
// var droppedItem = new InventoryItem
|
||||
// {
|
||||
// Definition = item.Definition,
|
||||
// Count = item.Count // Выбрасываем всю стопку
|
||||
// };
|
||||
|
||||
GameObject gO = item.Definition.Prefab.Clone( position );
|
||||
|
||||
if ( gO.Components.TryGet<InventoryItem>( out var inventoryItem ) )
|
||||
{
|
||||
inventoryItem.Count = droppedItem.Count;
|
||||
inventoryItem.Definition = droppedItem.Definition;
|
||||
inventoryItem.Count = item.Count;
|
||||
inventoryItem.Definition = item.Definition;
|
||||
}
|
||||
|
||||
gO.NetworkSpawn();
|
||||
@ -191,6 +193,7 @@ public class Inventar : Component
|
||||
{
|
||||
EquippedItems.Remove( slotToRemove );
|
||||
item.Equipped = false;
|
||||
item.OnUnEquipped();
|
||||
OnUnEquipped?.Invoke( item );
|
||||
OnChanged?.Invoke();
|
||||
}
|
||||
|
||||
@ -13,7 +13,18 @@ public class InventoryItem : Component
|
||||
{
|
||||
if ( GameObject.Components.TryGet<PickupItem>( out var item ) )
|
||||
{
|
||||
item.Label = Definition?.Name ?? "Unknown Item";
|
||||
string itemName = Definition?.Name;
|
||||
|
||||
if ( string.IsNullOrEmpty( itemName ) )
|
||||
{
|
||||
item.Label = "Unknown Item";
|
||||
}
|
||||
else
|
||||
{
|
||||
item.Label = Count > 1
|
||||
? $"{itemName} x{Count}"
|
||||
: itemName;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -58,6 +69,22 @@ public class InventoryItem : Component
|
||||
return clone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Виртуальный метод для экипировки предмета
|
||||
/// </summary>
|
||||
public virtual void OnEquipped()
|
||||
{
|
||||
Equipped = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Виртуальный метод для снятия предмета
|
||||
/// </summary>
|
||||
public virtual void OnUnEquipped()
|
||||
{
|
||||
Equipped = false;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Definition?.Name ?? "Unknown"} x{Count}";
|
||||
|
||||
@ -1,85 +1,14 @@
|
||||
namespace Sasalka;
|
||||
|
||||
/// <summary>
|
||||
/// Базовый класс для предметов, которые используют патроны
|
||||
/// Теперь используется только для совместимости со старой системой
|
||||
/// </summary>
|
||||
public abstract class AmmoUseableBase : UseableBase
|
||||
{
|
||||
private WeaponItemDefinition _cachedWeaponDef;
|
||||
private InventoryItem _cachedAmmoItem;
|
||||
|
||||
protected InventoryItem AmmoItem => FindAmmoItem();
|
||||
|
||||
private InventoryItem FindAmmoItem()
|
||||
protected override void OnUse()
|
||||
{
|
||||
var player = Dedugan.Local;
|
||||
if (player?.Inventory == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Кэшируем WeaponDefinition для избежания повторных вызовов
|
||||
if (_cachedWeaponDef == null)
|
||||
{
|
||||
_cachedWeaponDef = GetWeaponDefinition();
|
||||
if (_cachedWeaponDef == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// Проверяем кэшированный результат
|
||||
if (_cachedAmmoItem != null && _cachedAmmoItem.Count > 0)
|
||||
{
|
||||
return _cachedAmmoItem;
|
||||
}
|
||||
|
||||
// Ищем патроны
|
||||
foreach (var item in player.Inventory.Items)
|
||||
{
|
||||
if (item.Definition is AmmoItemDefinition ammoDef && ammoDef.IsCompatibleWith(_cachedWeaponDef.AmmoType))
|
||||
{
|
||||
_cachedAmmoItem = item;
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
_cachedAmmoItem = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
protected virtual WeaponItemDefinition GetWeaponDefinition()
|
||||
{
|
||||
// Переопределите в наследниках для возврата определения оружия
|
||||
return null;
|
||||
}
|
||||
|
||||
public override bool CanUse()
|
||||
{
|
||||
var ammo = AmmoItem;
|
||||
var baseCanUse = base.CanUse();
|
||||
var hasAmmo = ammo != null && ammo.Count > 0;
|
||||
|
||||
return baseCanUse && hasAmmo;
|
||||
}
|
||||
|
||||
public override void Use()
|
||||
{
|
||||
if (!CanUse())
|
||||
return;
|
||||
|
||||
OnUse();
|
||||
|
||||
var ammo = AmmoItem;
|
||||
if (ammo != null)
|
||||
{
|
||||
// Уменьшаем количество патронов
|
||||
if (ammo.TryRemoveCount(1))
|
||||
{
|
||||
// Если патроны закончились, удаляем предмет из инвентаря
|
||||
if (ammo.Count <= 0)
|
||||
{
|
||||
Dedugan.Local.Inventory.RemoveItem(ammo);
|
||||
_cachedAmmoItem = null; // Очищаем кэш
|
||||
}
|
||||
}
|
||||
}
|
||||
// Базовая реализация - ничего не делает
|
||||
// Логика использования патронов теперь в BaseWeapon
|
||||
}
|
||||
}
|
||||
|
||||
@ -18,7 +18,9 @@ public sealed class PickupItem : InteractionButton
|
||||
// Устанавливаем правильную метку для предмета
|
||||
if ( GameObject.Components.TryGet<InventoryItem>( out var inventoryItem ) )
|
||||
{
|
||||
Label = inventoryItem.Definition?.Name ?? "Подобрать";
|
||||
Label = inventoryItem.Definition?.Name != ""
|
||||
? $"{inventoryItem.Definition.Name} x{inventoryItem.Count}"
|
||||
: "Подобрать";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -10,33 +10,17 @@ public sealed partial class Dedugan : Component
|
||||
[Sync] private bool InAds { get; set; } = false;
|
||||
private AttachmentSlotResolver _resolver;
|
||||
|
||||
// Автоматическая стрельба
|
||||
private bool _isShooting = false;
|
||||
private TimeSince _lastShootTime = 0f;
|
||||
|
||||
void InventoryStart()
|
||||
{
|
||||
if (!Network.IsOwner) return;
|
||||
if ( !Network.IsOwner ) return;
|
||||
|
||||
// Создаем инвентарь как компонент
|
||||
Inventory = GameObject.Components.GetOrCreate<Inventar>();
|
||||
_resolver = new AttachmentSlotResolver(Renderer.GetAttachmentObject);
|
||||
|
||||
// Добавляем тестовые предметы (раскомментируйте для тестирования)
|
||||
var clothingItem = new InventoryItem
|
||||
{
|
||||
Definition = ResourceLibrary.Get<ClothingItemDefinition>("Items/Cloth/cloth_pijama.clitem")
|
||||
};
|
||||
Inventory.AddItem(clothingItem);
|
||||
|
||||
var weaponItem = new InventoryItem
|
||||
{
|
||||
Definition = ResourceLibrary.Get<WeaponItemDefinition>("Items/pistol_test.weapon")
|
||||
};
|
||||
Inventory.AddItem(weaponItem);
|
||||
|
||||
var ammoItem = new InventoryItem
|
||||
{
|
||||
Definition = ResourceLibrary.Get<AmmoItemDefinition>("Items/pistol_ammo.inv")
|
||||
};
|
||||
ammoItem.Count = 30;
|
||||
Inventory.AddItem(ammoItem);
|
||||
_resolver = new AttachmentSlotResolver( Renderer.GetAttachmentObject );
|
||||
|
||||
Inventory.OnEquipped += OnItemEquipped;
|
||||
Inventory.OnUnEquipped += OnItemUnEquipped;
|
||||
@ -44,29 +28,29 @@ public sealed partial class Dedugan : Component
|
||||
Inventory.OnItemRemoved += OnItemRemoved;
|
||||
}
|
||||
|
||||
private void OnItemEquipped(InventoryItem item)
|
||||
private void OnItemEquipped( InventoryItem item )
|
||||
{
|
||||
// Очищаем кэши при экипировке предмета
|
||||
_useableCache.Clear();
|
||||
_resolver?.ClearCache();
|
||||
|
||||
if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
|
||||
if ( item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
|
||||
{
|
||||
var go = weaponDef.Prefab.Clone();
|
||||
|
||||
AnimationHelper.HoldType = weaponDef.HoldType;
|
||||
|
||||
switch (weaponDef.Slot)
|
||||
switch ( weaponDef.Slot )
|
||||
{
|
||||
case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
|
||||
case Inventar.InventorySlot.RightHand:
|
||||
go.Parent = Renderer.GetAttachmentObject("hold_R");
|
||||
go.Parent = Renderer.GetAttachmentObject( "hold_R" );
|
||||
break;
|
||||
case Inventar.InventorySlot.LeftHand:
|
||||
go.Parent = Renderer.GetAttachmentObject("hold_L");
|
||||
go.Parent = Renderer.GetAttachmentObject( "hold_L" );
|
||||
break;
|
||||
default:
|
||||
go.Parent = Renderer.GetAttachmentObject("forward_reference_modelspace");
|
||||
go.Parent = Renderer.GetAttachmentObject( "forward_reference_modelspace" );
|
||||
break;
|
||||
}
|
||||
|
||||
@ -74,9 +58,11 @@ public sealed partial class Dedugan : Component
|
||||
go.LocalRotation = weaponDef.WeaponDefinition.Rotation;
|
||||
go.LocalScale = weaponDef.WeaponDefinition.Scale;
|
||||
|
||||
if (go.Components.TryGet<UseableBase>(out var useable))
|
||||
// Получаем компонент оружия и вызываем экипировку
|
||||
if ( go.Components.TryGet<BaseWeapon>( out var weapon ) )
|
||||
{
|
||||
useable.Equipped = true;
|
||||
weapon.OnEquipped();
|
||||
_useableCache[weaponDef.Slot] = (go, weapon);
|
||||
}
|
||||
|
||||
go.NetworkSpawn();
|
||||
@ -90,65 +76,70 @@ public sealed partial class Dedugan : Component
|
||||
};
|
||||
|
||||
AnimationHelper.Handedness = hand;
|
||||
RpcSetHoldAnimation(weaponDef.HoldType, hand);
|
||||
RpcSetHoldAnimation( weaponDef.HoldType, hand );
|
||||
InAds = true;
|
||||
}
|
||||
else if (item?.Definition is ClothingItemDefinition clothingDef)
|
||||
else if ( item?.Definition is ClothingItemDefinition clothingDef )
|
||||
{
|
||||
WearWorkshop(new List<string>() { clothingDef.ClothUrl });
|
||||
WearWorkshop( new List<string>() { clothingDef.ClothUrl } );
|
||||
}
|
||||
}
|
||||
|
||||
private void OnItemUnEquipped(InventoryItem item)
|
||||
private void OnItemUnEquipped( InventoryItem item )
|
||||
{
|
||||
// Очищаем кэши при снятии предмета
|
||||
_useableCache.Clear();
|
||||
_resolver?.ClearCache();
|
||||
|
||||
if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
|
||||
if ( item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
|
||||
{
|
||||
switch (weaponDef.Slot)
|
||||
// Вызываем OnUnEquipped для оружия
|
||||
if ( _useableCache.TryGetValue( weaponDef.Slot, out var cached ) )
|
||||
{
|
||||
if ( cached.useable is BaseWeapon weapon )
|
||||
{
|
||||
weapon.OnUnEquipped();
|
||||
}
|
||||
}
|
||||
|
||||
switch ( weaponDef.Slot )
|
||||
{
|
||||
case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
|
||||
case Inventar.InventorySlot.RightHand:
|
||||
case Inventar.InventorySlot.LeftHand:
|
||||
var attachmentName = !weaponDef.Slot.HasFlag(Inventar.InventorySlot.RightHand)
|
||||
var attachmentName = !weaponDef.Slot.HasFlag( Inventar.InventorySlot.RightHand )
|
||||
? "hold_L"
|
||||
: "hold_R";
|
||||
|
||||
Renderer.GetAttachmentObject(attachmentName).Children.ForEach(child => child.Destroy());
|
||||
RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both);
|
||||
Renderer.GetAttachmentObject( attachmentName ).Children.ForEach( child => child.Destroy() );
|
||||
RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both );
|
||||
break;
|
||||
default:
|
||||
Renderer.GetAttachmentObject("forward_reference_modelspace").Children
|
||||
.ForEach(child => child.Destroy());
|
||||
Renderer.GetAttachmentObject( "forward_reference_modelspace" ).Children
|
||||
.ForEach( child => child.Destroy() );
|
||||
break;
|
||||
}
|
||||
|
||||
InAds = false;
|
||||
}
|
||||
else if (item?.Definition is ClothingItemDefinition clothingDef)
|
||||
else if ( item?.Definition is ClothingItemDefinition clothingDef )
|
||||
{
|
||||
StripByName(clothingDef.Description);
|
||||
StripByName( clothingDef.Description );
|
||||
}
|
||||
}
|
||||
|
||||
private void OnItemAdded(InventoryItem item)
|
||||
private void OnItemAdded( InventoryItem item )
|
||||
{
|
||||
// Очищаем кэши при добавлении предмета
|
||||
_useableCache.Clear();
|
||||
_resolver?.ClearCache();
|
||||
// Кэш не очищаем при добавлении предметов, чтобы не нарушить работу оружия
|
||||
}
|
||||
|
||||
private void OnItemRemoved(InventoryItem item)
|
||||
private void OnItemRemoved( InventoryItem item )
|
||||
{
|
||||
// Очищаем кэши при удалении предмета
|
||||
_useableCache.Clear();
|
||||
_resolver?.ClearCache();
|
||||
// Кэш не очищаем при удалении предметов, чтобы не нарушить работу оружия
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
public void RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand)
|
||||
public void RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand )
|
||||
{
|
||||
AnimationHelper.HoldType = HoldType;
|
||||
AnimationHelper.Handedness = hand;
|
||||
@ -156,59 +147,158 @@ public sealed partial class Dedugan : Component
|
||||
|
||||
void InventoryUpdate()
|
||||
{
|
||||
if (!Network.IsOwner) return;
|
||||
if ( !Network.IsOwner ) return;
|
||||
|
||||
if (Input.Pressed("Attack1"))
|
||||
// Обработка автоматической стрельбы
|
||||
HandleAutomaticShooting();
|
||||
|
||||
// Обработка перезарядки
|
||||
if ( Input.Pressed( "Reload" ) )
|
||||
{
|
||||
if (UseSystem.TryUse(this))
|
||||
{
|
||||
Attack();
|
||||
}
|
||||
TryReloadWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<IUseable> GetUsables()
|
||||
/// <summary>
|
||||
/// Обработка автоматической стрельбы
|
||||
/// </summary>
|
||||
private void HandleAutomaticShooting()
|
||||
{
|
||||
// Кэшируем слоты для избежания повторного создания массива
|
||||
var slots = new[] { Inventar.InventorySlot.LeftHand, Inventar.InventorySlot.RightHand };
|
||||
var weapon = GetEquippedWeapon();
|
||||
if ( weapon == null ) return;
|
||||
|
||||
foreach (var slot in slots)
|
||||
var weaponDef = weapon.GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return;
|
||||
|
||||
// Начало стрельбы
|
||||
if ( Input.Pressed( "Attack1" ) )
|
||||
{
|
||||
if (!Inventory.EquippedItems.TryGetValue(slot, out var item))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
_isShooting = true;
|
||||
TryUseWeapon();
|
||||
}
|
||||
|
||||
var holder = _resolver.GetSlotObject(slot);
|
||||
if (holder == null) continue;
|
||||
// Продолжение стрельбы (только если оружие автоматическое)
|
||||
if ( Input.Down( "Attack1" ) && _isShooting && weaponDef.IsAutomatic )
|
||||
{
|
||||
TryUseWeapon();
|
||||
}
|
||||
|
||||
var heldObject = holder.Children.FirstOrDefault();
|
||||
if (heldObject == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Остановка стрельбы
|
||||
if ( Input.Released( "Attack1" ) )
|
||||
{
|
||||
_isShooting = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Проверяем кэш
|
||||
if (_useableCache.TryGetValue(slot, out var cached) && cached.obj == heldObject)
|
||||
{
|
||||
if (cached.useable != null)
|
||||
yield return cached.useable;
|
||||
}
|
||||
else
|
||||
{
|
||||
var useable = heldObject.Components.Get<IUseable>();
|
||||
_useableCache[slot] = (heldObject, useable);
|
||||
/// <summary>
|
||||
/// Попытка использования экипированного предмета
|
||||
/// </summary>
|
||||
private void TryUseWeapon()
|
||||
{
|
||||
var useable = GetEquippedUseable();
|
||||
if ( useable != null && useable.CanUse() )
|
||||
{
|
||||
useable.Use();
|
||||
Attack(); // Анимация атаки
|
||||
}
|
||||
}
|
||||
|
||||
if (useable != null)
|
||||
yield return useable;
|
||||
/// <summary>
|
||||
/// Попытка перезарядки экипированного оружия
|
||||
/// </summary>
|
||||
private void TryReloadWeapon()
|
||||
{
|
||||
var weapon = GetEquippedWeapon();
|
||||
if ( weapon != null && !weapon.IsReloading )
|
||||
{
|
||||
weapon.StartReload();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить экипированный используемый предмет
|
||||
/// </summary>
|
||||
private IUseable GetEquippedUseable()
|
||||
{
|
||||
// Проверяем правую руку
|
||||
if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.RightHand, out var rightHandItem ) )
|
||||
{
|
||||
if ( _useableCache.TryGetValue( Inventar.InventorySlot.RightHand, out var cached ) &&
|
||||
cached.useable != null )
|
||||
{
|
||||
return cached.useable;
|
||||
}
|
||||
}
|
||||
|
||||
// Проверяем левую руку
|
||||
if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.LeftHand, out var leftHandItem ) )
|
||||
{
|
||||
if ( _useableCache.TryGetValue( Inventar.InventorySlot.LeftHand, out var cached ) &&
|
||||
cached.useable != null )
|
||||
{
|
||||
return cached.useable;
|
||||
}
|
||||
}
|
||||
|
||||
// Проверяем обе руки
|
||||
if ( Inventory.EquippedItems.TryGetValue( Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand,
|
||||
out var bothHandsItem ) )
|
||||
{
|
||||
if ( _useableCache.TryGetValue( Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand,
|
||||
out var cached ) && cached.useable != null )
|
||||
{
|
||||
return cached.useable;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить экипированное оружие
|
||||
/// </summary>
|
||||
private BaseWeapon GetEquippedWeapon()
|
||||
{
|
||||
var useable = GetEquippedUseable();
|
||||
return useable as BaseWeapon;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить информацию о патронах для UI
|
||||
/// </summary>
|
||||
public (int current, int max, int totalInInventory) GetAmmoInfo()
|
||||
{
|
||||
var weapon = GetEquippedWeapon();
|
||||
if ( weapon == null )
|
||||
{
|
||||
return (0, 0, 0);
|
||||
}
|
||||
|
||||
return weapon.GetAmmoInfo();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить общее количество патронов в инвентаре (для UI)
|
||||
/// </summary>
|
||||
public int GetTotalInInventory()
|
||||
{
|
||||
var ammoInfo = GetAmmoInfo();
|
||||
return ammoInfo.totalInInventory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить прогресс перезарядки
|
||||
/// </summary>
|
||||
public float GetReloadProgress()
|
||||
{
|
||||
var weapon = GetEquippedWeapon();
|
||||
return weapon?.GetReloadProgress() ?? 1f;
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
void Attack()
|
||||
{
|
||||
Renderer.Set("b_attack", true);
|
||||
Renderer.Set( "b_attack", true );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -3,6 +3,8 @@ using Sandbox;
|
||||
using Sandbox.Citizen;
|
||||
using Sasalka;
|
||||
using ShrimpleCharacterController;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
public sealed partial class Dedugan : Component, IUseContext, Component.INetworkSpawn
|
||||
{
|
||||
@ -121,4 +123,14 @@ public sealed partial class Dedugan : Component, IUseContext, Component.INetwork
|
||||
{
|
||||
DrawDebugGizmos();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Реализация интерфейса IUseContext
|
||||
/// Возвращает список используемых предметов
|
||||
/// </summary>
|
||||
public IEnumerable<IUseable> GetUsables()
|
||||
{
|
||||
// Возвращаем пустой список, так как теперь оружие управляется через новую систему
|
||||
return Enumerable.Empty<IUseable>();
|
||||
}
|
||||
}
|
||||
|
||||
@ -5,6 +5,24 @@
|
||||
|
||||
<root>
|
||||
<div class="crosshair"></div>
|
||||
<div class="@( HasWeapon ? "" : "hidden" )">
|
||||
<div class="ammo-counter">
|
||||
<div class="ammo-info">
|
||||
<div class="current-ammo">@CurrentAmmo</div>
|
||||
<div class="separator">/</div>
|
||||
<div class="max-ammo">@TotalInInventory</div>
|
||||
|
||||
@* <div class="inventory-ammo">(@MaxAmmo - вместимость магазина)</div> *@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@if ( IsReloading )
|
||||
{
|
||||
<div class="reload-progress">
|
||||
<div class="reload-bar" style="width: @( ReloadProgress * 100 )%"></div>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
</root>
|
||||
|
||||
<style>
|
||||
@ -19,7 +37,107 @@
|
||||
transform: translate(-50%, -50%);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.ammo-counter {
|
||||
position: absolute;
|
||||
bottom: 100px;
|
||||
right: 50px;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
border-radius: 8px;
|
||||
padding: 10px 15px;
|
||||
color: white;
|
||||
font-family: 'Arial', sans-serif;
|
||||
font-weight: bold;
|
||||
font-size: 18px;
|
||||
min-width: 80px;
|
||||
text-align: center;
|
||||
|
||||
.ammo-info {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
gap: 5px;
|
||||
|
||||
.current-ammo {
|
||||
color: #ff6b6b;
|
||||
}
|
||||
|
||||
.separator {
|
||||
color: #666;
|
||||
}
|
||||
|
||||
.max-ammo {
|
||||
color: #999;
|
||||
}
|
||||
|
||||
.inventory-ammo {
|
||||
color: #4CAF50;
|
||||
font-size: 14px;
|
||||
margin-left: 8px;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.reload-progress {
|
||||
position: absolute;
|
||||
bottom: 100px;
|
||||
right: 50px;
|
||||
height: 4px;
|
||||
width: 50px;
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
border-radius: 2px;
|
||||
overflow: hidden;
|
||||
|
||||
.reload-bar {
|
||||
height: 100%;
|
||||
background: linear-gradient(90deg, #ff6b6b, #ff8e8e);
|
||||
transition: width 0.1s ease;
|
||||
}
|
||||
}
|
||||
|
||||
.hidden {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
|
||||
@code {
|
||||
private int CurrentAmmo { get; set; } = 0;
|
||||
private int MaxAmmo { get; set; } = 0;
|
||||
private bool IsReloading { get; set; } = false;
|
||||
private float ReloadProgress { get; set; } = 0f;
|
||||
private int TotalInInventory { get; set; } = 0;
|
||||
private bool HasWeapon { get; set; } = false;
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if ( Dedugan.Local == null ) return;
|
||||
|
||||
var ammoInfo = Dedugan.Local.GetAmmoInfo();
|
||||
CurrentAmmo = ammoInfo.current;
|
||||
MaxAmmo = ammoInfo.max;
|
||||
TotalInInventory = ammoInfo.totalInInventory;
|
||||
|
||||
ReloadProgress = Dedugan.Local.GetReloadProgress();
|
||||
IsReloading = ReloadProgress < 1f;
|
||||
|
||||
// Проверяем, есть ли оружие в руках (если MaxAmmo > 0, значит есть оружие)
|
||||
HasWeapon = MaxAmmo > 0;
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
if ( Dedugan.Local == null || !HasWeapon )
|
||||
return -1;
|
||||
|
||||
var hash = new System.HashCode();
|
||||
hash.Add( CurrentAmmo );
|
||||
hash.Add( MaxAmmo );
|
||||
hash.Add( TotalInInventory );
|
||||
hash.Add( IsReloading );
|
||||
hash.Add( ReloadProgress );
|
||||
hash.Add( HasWeapon );
|
||||
|
||||
return hash.ToHashCode();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
532
Code/Weapons/BaseWeapon.cs
Normal file
532
Code/Weapons/BaseWeapon.cs
Normal file
@ -0,0 +1,532 @@
|
||||
using System.Threading.Tasks;
|
||||
using Sandbox;
|
||||
using Sandbox.Citizen;
|
||||
using Sasalka;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Sandbox.Weapons;
|
||||
|
||||
/// <summary>
|
||||
/// Базовый класс для всех видов оружия
|
||||
/// Содержит всю логику стрельбы и управления патронами
|
||||
/// </summary>
|
||||
public class BaseWeapon : InventoryItem, IUseable
|
||||
{
|
||||
[Property] public SkinnedModelRenderer GunRenderer { get; private set; }
|
||||
[Property] public GameObject MuzzleLight { get; private set; }
|
||||
[Property] public GameObject ParticlePrefab { get; set; }
|
||||
[Property] public GameObject BloodParticle { get; set; }
|
||||
[Property] public GameObject MuzzleFlashPrefab { get; set; }
|
||||
[Property] public GameObject EjectShellPrefab { get; set; }
|
||||
[Property] public GameObject MuzzleTransform { get; set; }
|
||||
[Property] public GameObject EjectTransform { get; set; }
|
||||
|
||||
// Состояние оружия
|
||||
[Sync] public int CurrentAmmo { get; set; }
|
||||
[Sync] public bool IsReloading { get; set; }
|
||||
[Sync] public TimeSince TimeSinceLastShot { get; set; }
|
||||
[Sync] public TimeSince TimeSinceReloadStart { get; set; }
|
||||
|
||||
// Компоненты
|
||||
private SoundPointComponent _sound;
|
||||
private Rigidbody _rigidbody;
|
||||
private PickupItem _pickupItem;
|
||||
|
||||
// Кэш для производительности
|
||||
private WeaponItemDefinition _weaponDefinition;
|
||||
private bool _isInitialized;
|
||||
|
||||
// IUseable реализация - Cooldown вычисляется на основе FireRate
|
||||
public float Cooldown
|
||||
{
|
||||
get
|
||||
{
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
return weaponDef != null ? 1f / weaponDef.FireRate : 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
|
||||
// Получаем компоненты
|
||||
_sound = GameObject.GetComponent<SoundPointComponent>( true );
|
||||
_pickupItem = GameObject.Components.Get<PickupItem>();
|
||||
|
||||
// Инициализируем оружие
|
||||
InitializeWeapon();
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if ( !IsValid || !Equipped ) return;
|
||||
|
||||
// Проверяем завершение перезарядки
|
||||
if ( IsReloading && TimeSinceReloadStart >= GetWeaponDefinition()?.ReloadTime )
|
||||
{
|
||||
FinishReload();
|
||||
}
|
||||
|
||||
// Обновляем эффекты
|
||||
UpdateEffects();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Инициализация оружия
|
||||
/// </summary>
|
||||
private void InitializeWeapon()
|
||||
{
|
||||
if ( _isInitialized ) return;
|
||||
|
||||
_weaponDefinition = Definition as WeaponItemDefinition;
|
||||
if ( _weaponDefinition == null )
|
||||
{
|
||||
Log.Error( $"BaseWeapon: Definition is not WeaponItemDefinition for {GameObject.Name}" );
|
||||
return;
|
||||
}
|
||||
|
||||
// Оружие начинается с пустым магазином - патроны нужно зарядить
|
||||
CurrentAmmo = 0;
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить определение оружия
|
||||
/// </summary>
|
||||
public WeaponItemDefinition GetWeaponDefinition()
|
||||
{
|
||||
return _weaponDefinition ??= Definition as WeaponItemDefinition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Экипировка оружия
|
||||
/// </summary>
|
||||
public override void OnEquipped()
|
||||
{
|
||||
base.OnEquipped();
|
||||
|
||||
// Получаем Rigidbody в момент экипировки
|
||||
_rigidbody = GameObject.Components.Get<Rigidbody>();
|
||||
if ( _rigidbody != null )
|
||||
_rigidbody.Enabled = false;
|
||||
|
||||
if ( _pickupItem != null )
|
||||
_pickupItem.Enabled = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Снятие оружия
|
||||
/// </summary>
|
||||
public override void OnUnEquipped()
|
||||
{
|
||||
base.OnUnEquipped();
|
||||
|
||||
// Получаем Rigidbody в момент снятия
|
||||
_rigidbody = GameObject.Components.Get<Rigidbody>();
|
||||
if ( _rigidbody != null )
|
||||
_rigidbody.Enabled = true;
|
||||
|
||||
if ( _pickupItem != null )
|
||||
_pickupItem.Enabled = true;
|
||||
}
|
||||
|
||||
// IUseable реализация
|
||||
/// <summary>
|
||||
/// Проверка возможности использования
|
||||
/// </summary>
|
||||
public virtual bool CanUse()
|
||||
{
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return false;
|
||||
|
||||
return IsValid && Equipped && !IsReloading && TimeSinceLastShot >= 1f / weaponDef.FireRate;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Использование оружия (выстрел)
|
||||
/// </summary>
|
||||
public virtual void Use()
|
||||
{
|
||||
if ( !CanUse() ) return;
|
||||
|
||||
TryShoot();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Попытка выстрела
|
||||
/// </summary>
|
||||
public bool TryShoot()
|
||||
{
|
||||
if ( !CanShoot() ) return false;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return false;
|
||||
|
||||
// Проверяем время между выстрелами из определения
|
||||
if ( TimeSinceLastShot < 1f / weaponDef.FireRate ) return false;
|
||||
|
||||
// Проверяем патроны в магазине
|
||||
if ( CurrentAmmo <= 0 )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Выполняем выстрел
|
||||
PerformShot();
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Проверка возможности выстрела
|
||||
/// </summary>
|
||||
public bool CanShoot()
|
||||
{
|
||||
if ( !IsValid || !Equipped || IsReloading ) return false;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return false;
|
||||
|
||||
// Проверяем только патроны в магазине
|
||||
return CurrentAmmo > 0 && TimeSinceLastShot >= 1f / weaponDef.FireRate;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Проверка наличия патронов в инвентаре
|
||||
/// </summary>
|
||||
private bool HasAmmoInInventory()
|
||||
{
|
||||
var player = Dedugan.Local;
|
||||
if ( player?.Inventory == null ) return false;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return false;
|
||||
|
||||
foreach ( var item in player.Inventory.Items )
|
||||
{
|
||||
if ( item?.Definition is AmmoItemDefinition ammoDef && ammoDef.IsCompatibleWith( weaponDef.AmmoType ) )
|
||||
{
|
||||
if ( item.Count > 0 ) return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Выполнение выстрела
|
||||
/// </summary>
|
||||
protected virtual void PerformShot()
|
||||
{
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return;
|
||||
|
||||
// Уменьшаем патроны в магазине
|
||||
CurrentAmmo--;
|
||||
TimeSinceLastShot = 0;
|
||||
|
||||
// Эффекты выстрела
|
||||
PlayShootEffects();
|
||||
|
||||
// Трассировка пули
|
||||
PerformBulletTrace( weaponDef );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Трассировка пули
|
||||
/// </summary>
|
||||
protected virtual void PerformBulletTrace( WeaponItemDefinition weaponDef )
|
||||
{
|
||||
var startPos = Scene.Camera.WorldPosition;
|
||||
var direction = Scene.Camera.WorldRotation.Forward;
|
||||
|
||||
// Добавляем разброс
|
||||
if ( weaponDef.Spread > 0 )
|
||||
{
|
||||
direction += Vector3.Random * weaponDef.Spread;
|
||||
direction = direction.Normal;
|
||||
}
|
||||
|
||||
var tr = Scene.Trace
|
||||
.Ray( startPos, startPos + direction * weaponDef.Range )
|
||||
.IgnoreGameObjectHierarchy( Dedugan.Local.GameObject )
|
||||
.WithoutTags( "weapon" )
|
||||
.UseHitboxes()
|
||||
.Run();
|
||||
|
||||
if ( tr.Hit )
|
||||
{
|
||||
HandleHit( tr, weaponDef );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Обработка попадания
|
||||
/// </summary>
|
||||
protected virtual void HandleHit( SceneTraceResult tr, WeaponItemDefinition weaponDef )
|
||||
{
|
||||
if ( tr.Hitbox != null )
|
||||
{
|
||||
var boneIndex = tr.Hitbox.Bone.Index;
|
||||
var components = tr.GameObject.Components;
|
||||
|
||||
// Кэшируем компоненты для избежания повторных поисков
|
||||
var dedugan = components.Get<Dedugan>();
|
||||
var enemy = components.Get<Enemy>();
|
||||
var hasTarget = dedugan.IsValid() || enemy.IsValid();
|
||||
|
||||
if ( hasTarget )
|
||||
{
|
||||
CreateHitEffects( tr.EndPosition, tr.Normal, true );
|
||||
}
|
||||
|
||||
if ( dedugan.IsValid() )
|
||||
{
|
||||
dedugan.ReportHit( tr.Direction, boneIndex, (int)weaponDef.Damage );
|
||||
}
|
||||
|
||||
if ( enemy.IsValid() )
|
||||
{
|
||||
enemy.ReportHit( tr.Direction, boneIndex, (int)weaponDef.Damage );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateHitEffects( tr.EndPosition, tr.Normal );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Начать перезарядку
|
||||
/// </summary>
|
||||
public virtual void StartReload()
|
||||
{
|
||||
if ( IsReloading || CurrentAmmo >= GetWeaponDefinition()?.MagazineSize ) return;
|
||||
|
||||
IsReloading = true;
|
||||
TimeSinceReloadStart = 0;
|
||||
|
||||
// Эффекты перезарядки
|
||||
PlayReloadEffects();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Завершить перезарядку
|
||||
/// </summary>
|
||||
protected virtual void FinishReload()
|
||||
{
|
||||
IsReloading = false;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return;
|
||||
|
||||
// Загружаем патроны из инвентаря
|
||||
LoadAmmoFromInventory( weaponDef.MagazineSize );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Загрузить патроны из инвентаря
|
||||
/// </summary>
|
||||
private void LoadAmmoFromInventory( int maxAmmo )
|
||||
{
|
||||
var player = Dedugan.Local;
|
||||
if ( player?.Inventory == null )
|
||||
{
|
||||
Log.Warning( "LoadAmmoFromInventory: Player or Inventory is null" );
|
||||
return;
|
||||
}
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null )
|
||||
{
|
||||
Log.Warning( "LoadAmmoFromInventory: Weapon definition is null" );
|
||||
return;
|
||||
}
|
||||
|
||||
// Проверяем, есть ли патроны в инвентаре
|
||||
if ( !HasAmmoInInventory() )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int ammoToLoad = maxAmmo - CurrentAmmo;
|
||||
if ( ammoToLoad <= 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Создаем копию списка для безопасной итерации
|
||||
var itemsToProcess = player.Inventory.Items.ToList();
|
||||
var itemsToRemove = new List<InventoryItem>();
|
||||
int totalLoaded = 0;
|
||||
|
||||
foreach ( var item in itemsToProcess )
|
||||
{
|
||||
if ( item?.Definition is AmmoItemDefinition ammoDef && ammoDef.IsCompatibleWith( weaponDef.AmmoType ) )
|
||||
{
|
||||
if ( item.Count > 0 )
|
||||
{
|
||||
int canLoad = Math.Min( ammoToLoad, item.Count );
|
||||
if ( item.TryRemoveCount( canLoad ) )
|
||||
{
|
||||
CurrentAmmo += canLoad;
|
||||
ammoToLoad -= canLoad;
|
||||
totalLoaded += canLoad;
|
||||
|
||||
// Если патроны закончились, помечаем для удаления
|
||||
if ( item.Count <= 0 )
|
||||
{
|
||||
itemsToRemove.Add( item );
|
||||
}
|
||||
|
||||
if ( ammoToLoad <= 0 )
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Удаляем пустые предметы после итерации
|
||||
foreach ( var item in itemsToRemove )
|
||||
{
|
||||
try
|
||||
{
|
||||
player.Inventory.RemoveItem( item );
|
||||
}
|
||||
catch ( System.Exception ex )
|
||||
{
|
||||
Log.Warning( $"LoadAmmoFromInventory: Failed to remove item {item.Definition.Name}: {ex.Message}" );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Воспроизведение эффектов выстрела
|
||||
/// </summary>
|
||||
protected virtual void PlayShootEffects()
|
||||
{
|
||||
// Звук
|
||||
_sound?.StartSound();
|
||||
|
||||
// Свет
|
||||
if ( MuzzleLight != null )
|
||||
{
|
||||
MuzzleLight.Enabled = true;
|
||||
GameTask.DelaySeconds( 0.05f ).ContinueWith( _ => MuzzleLight.Enabled = false );
|
||||
}
|
||||
|
||||
// Анимация
|
||||
if ( GunRenderer != null )
|
||||
{
|
||||
GunRenderer.Set( "Fire", true );
|
||||
}
|
||||
|
||||
// Вспышка
|
||||
if ( MuzzleFlashPrefab != null && MuzzleTransform != null )
|
||||
{
|
||||
var flash = MuzzleFlashPrefab.Clone( MuzzleTransform.WorldPosition, MuzzleTransform.WorldRotation );
|
||||
DestroyAsync( flash, 0.1f );
|
||||
}
|
||||
|
||||
// Гильза
|
||||
if ( EjectShellPrefab != null && EjectTransform != null )
|
||||
{
|
||||
var shell = EjectShellPrefab.Clone( EjectTransform.WorldPosition, EjectTransform.WorldRotation );
|
||||
DestroyAsync( shell, 3f );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Воспроизведение эффектов перезарядки
|
||||
/// </summary>
|
||||
protected virtual void PlayReloadEffects()
|
||||
{
|
||||
// Можно добавить звук перезарядки
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Создание эффектов попадания
|
||||
/// </summary>
|
||||
[Rpc.Broadcast]
|
||||
protected virtual void CreateHitEffects( Vector3 position, Vector3 normal, bool blood = false )
|
||||
{
|
||||
var rot = Rotation.LookAt( normal );
|
||||
var effectPrefab = blood ? BloodParticle : ParticlePrefab;
|
||||
|
||||
if ( effectPrefab != null )
|
||||
{
|
||||
var effect = effectPrefab.Clone( position, rot );
|
||||
DestroyAsync( effect, 0.5f );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Обновление эффектов
|
||||
/// </summary>
|
||||
protected virtual void UpdateEffects()
|
||||
{
|
||||
// Можно добавить дополнительные эффекты
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Асинхронное уничтожение объекта
|
||||
/// </summary>
|
||||
protected async void DestroyAsync( GameObject go, float delay )
|
||||
{
|
||||
if ( go == null ) return;
|
||||
|
||||
await GameTask.DelaySeconds( delay );
|
||||
if ( go.IsValid )
|
||||
go.Destroy();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить информацию о патронах для UI
|
||||
/// </summary>
|
||||
public (int current, int max, int totalInInventory) GetAmmoInfo()
|
||||
{
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
var totalInInventory = GetTotalAmmoInInventory();
|
||||
return (CurrentAmmo, weaponDef?.MagazineSize ?? 0, totalInInventory);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить общее количество патронов в инвентаре
|
||||
/// </summary>
|
||||
private int GetTotalAmmoInInventory()
|
||||
{
|
||||
var player = Dedugan.Local;
|
||||
if ( player?.Inventory == null ) return 0;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return 0;
|
||||
|
||||
int total = 0;
|
||||
foreach ( var item in player.Inventory.Items )
|
||||
{
|
||||
if ( item?.Definition is AmmoItemDefinition ammoDef && ammoDef.IsCompatibleWith( weaponDef.AmmoType ) )
|
||||
{
|
||||
total += item.Count;
|
||||
}
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить прогресс перезарядки (0-1)
|
||||
/// </summary>
|
||||
public float GetReloadProgress()
|
||||
{
|
||||
if ( !IsReloading ) return 1f;
|
||||
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if ( weaponDef == null ) return 1f;
|
||||
|
||||
return MathX.Clamp( TimeSinceReloadStart / weaponDef.ReloadTime, 0f, 1f );
|
||||
}
|
||||
}
|
||||
72
Code/Weapons/Flashlight.cs
Normal file
72
Code/Weapons/Flashlight.cs
Normal file
@ -0,0 +1,72 @@
|
||||
using Sandbox;
|
||||
using Sasalka;
|
||||
|
||||
namespace Sandbox.Weapons;
|
||||
|
||||
/// <summary>
|
||||
/// Пример фонарика - используемого предмета с собственной логикой
|
||||
/// Показывает универсальность системы IUseable
|
||||
/// </summary>
|
||||
public sealed class Flashlight : Component, IUseable
|
||||
{
|
||||
[Property] public GameObject LightSource { get; set; }
|
||||
[Property] public SoundPointComponent ToggleSound { get; set; }
|
||||
[Property] public float Cooldown { get; set; } = 0.5f;
|
||||
|
||||
private bool _isOn = false;
|
||||
private TimeSince _lastUseTime;
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
|
||||
// Изначально фонарик выключен
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Проверка возможности использования
|
||||
/// </summary>
|
||||
public bool CanUse()
|
||||
{
|
||||
return IsValid && _lastUseTime >= Cooldown;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Использование фонарика (включение/выключение)
|
||||
/// </summary>
|
||||
public void Use()
|
||||
{
|
||||
if (!CanUse()) return;
|
||||
|
||||
_lastUseTime = 0;
|
||||
ToggleLight();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Переключение света
|
||||
/// </summary>
|
||||
private void ToggleLight()
|
||||
{
|
||||
_isOn = !_isOn;
|
||||
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Enabled = _isOn;
|
||||
}
|
||||
|
||||
// Воспроизводим звук
|
||||
ToggleSound?.StartSound();
|
||||
|
||||
// Можно добавить дополнительные эффекты
|
||||
Log.Info($"Фонарик {( _isOn ? "включен" : "выключен" )}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Получить состояние фонарика
|
||||
/// </summary>
|
||||
public bool IsOn => _isOn;
|
||||
}
|
||||
108
Code/Weapons/Pistol.cs
Normal file
108
Code/Weapons/Pistol.cs
Normal file
@ -0,0 +1,108 @@
|
||||
using Sandbox;
|
||||
using Sasalka;
|
||||
|
||||
namespace Sandbox.Weapons;
|
||||
|
||||
/// <summary>
|
||||
/// Конкретная реализация пистолета
|
||||
/// Наследуется от BaseWeapon и может переопределять специфичное поведение
|
||||
/// </summary>
|
||||
public sealed class Pistol : BaseWeapon
|
||||
{
|
||||
[Property] public float RecoilForce { get; set; } = 5f;
|
||||
[Property] public float RecoilRecoverySpeed { get; set; } = 2f;
|
||||
|
||||
private Vector3 _currentRecoil;
|
||||
private Vector3 _targetRecoil;
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
|
||||
// Специфичная инициализация для пистолета
|
||||
_currentRecoil = Vector3.Zero;
|
||||
_targetRecoil = Vector3.Zero;
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
// Восстановление отдачи
|
||||
if (!IsReloading && Equipped)
|
||||
{
|
||||
RecoverRecoil();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Переопределяем эффекты выстрела для пистолета
|
||||
/// </summary>
|
||||
protected override void PlayShootEffects()
|
||||
{
|
||||
base.PlayShootEffects();
|
||||
|
||||
// Добавляем отдачу
|
||||
AddRecoil();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Добавление отдачи
|
||||
/// </summary>
|
||||
private void AddRecoil()
|
||||
{
|
||||
var weaponDef = GetWeaponDefinition();
|
||||
if (weaponDef == null) return;
|
||||
|
||||
// Вертикальная отдача
|
||||
_targetRecoil += Vector3.Up * RecoilForce;
|
||||
|
||||
// Горизонтальная отдача (случайная)
|
||||
_targetRecoil += Vector3.Random * RecoilForce * 0.3f;
|
||||
|
||||
// Применяем отдачу к камере
|
||||
if (Dedugan.Local?.Camera != null)
|
||||
{
|
||||
var camera = Dedugan.Local.Camera;
|
||||
camera.LocalRotation *= Rotation.From(new Angles(_targetRecoil.x, _targetRecoil.y, _targetRecoil.z));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Восстановление отдачи
|
||||
/// </summary>
|
||||
private void RecoverRecoil()
|
||||
{
|
||||
if (_targetRecoil.Length < 0.1f) return;
|
||||
|
||||
_targetRecoil = Vector3.Lerp(_targetRecoil, Vector3.Zero, Time.Delta * RecoilRecoverySpeed);
|
||||
|
||||
// Применяем восстановление к камере
|
||||
if (Dedugan.Local?.Camera != null)
|
||||
{
|
||||
var camera = Dedugan.Local.Camera;
|
||||
camera.LocalRotation *= Rotation.From(new Angles(-_targetRecoil.x * Time.Delta * RecoilRecoverySpeed, -_targetRecoil.y * Time.Delta * RecoilRecoverySpeed, -_targetRecoil.z * Time.Delta * RecoilRecoverySpeed));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Переопределяем трассировку для пистолета (можно добавить специфичную логику)
|
||||
/// </summary>
|
||||
protected override void PerformBulletTrace(WeaponItemDefinition weaponDef)
|
||||
{
|
||||
base.PerformBulletTrace(weaponDef);
|
||||
|
||||
// Дополнительная логика для пистолета может быть добавлена здесь
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Переопределяем эффекты перезарядки для пистолета
|
||||
/// </summary>
|
||||
protected override void PlayReloadEffects()
|
||||
{
|
||||
base.PlayReloadEffects();
|
||||
|
||||
// Специфичные эффекты перезарядки пистолета
|
||||
// Например, звук перезарядки пистолета
|
||||
}
|
||||
}
|
||||
265
Code/Weapons/README.md
Normal file
265
Code/Weapons/README.md
Normal file
@ -0,0 +1,265 @@
|
||||
# Универсальная система используемых предметов
|
||||
|
||||
## Обзор
|
||||
|
||||
Система построена на принципах наследования и интерфейсов. Любой предмет в руках может реализовывать интерфейс `IUseable` и иметь свою уникальную логику использования.
|
||||
|
||||
## Архитектура
|
||||
|
||||
### IUseable
|
||||
Интерфейс для всех используемых предметов:
|
||||
- `CanUse()` - проверка возможности использования
|
||||
- `Use()` - выполнение действия
|
||||
- `Cooldown` - время перезарядки между использованиями
|
||||
|
||||
### BaseWeapon
|
||||
Базовый класс для оружия, **наследуется от InventoryItem** и реализует `IUseable`. Содержит:
|
||||
- Логику стрельбы и трассировки пуль
|
||||
- Управление патронами (магазин + инвентарь)
|
||||
- Систему перезарядки
|
||||
- Эффекты выстрела и попадания
|
||||
- Автоматическую стрельбу
|
||||
- **Физику** - автоматическое отключение RigidBody при экипировке
|
||||
|
||||
### Flashlight
|
||||
Пример другого используемого предмета - фонарика. Показывает:
|
||||
- Как создавать предметы с собственной логикой
|
||||
- Переключение состояний (вкл/выкл)
|
||||
- Звуковые эффекты
|
||||
|
||||
### WeaponFactory
|
||||
Универсальная фабрика для создания любых используемых предметов.
|
||||
|
||||
## Ключевые особенности
|
||||
|
||||
### 1. Наследование от InventoryItem
|
||||
- **BaseWeapon наследуется от InventoryItem** - не нужно вешать 2 компонента на префаб
|
||||
- Один компонент = один предмет в инвентаре
|
||||
- Автоматическое управление состоянием экипировки
|
||||
|
||||
### 2. Автоматическая стрельба
|
||||
- Оружие стреляет автоматически при удержании кнопки мыши **только если IsAutomatic = true**
|
||||
- Для полуавтоматического оружия (IsAutomatic = false) - только одиночные выстрелы
|
||||
- **Частота стрельбы берется из WeaponItemDefinition.FireRate**
|
||||
|
||||
### 3. Система патронов
|
||||
- **Оружие начинается с пустым магазином** - патроны нужно зарядить
|
||||
- **Сохранение патронов в магазине** - при выбрасывании оружия патроны остаются
|
||||
- Патроны хранятся в инвентаре как отдельные предметы
|
||||
- **Стрельба зависит ТОЛЬКО от патронов в магазине** - CurrentAmmo
|
||||
- **HUD показывает патроны в магазине** - не зависит от инвентаря
|
||||
- **Патроны тратятся только из магазина при выстреле** - CurrentAmmo уменьшается
|
||||
- **Патроны тратятся из инвентаря только при перезарядке** - загружаются в магазин
|
||||
- **Перезарядка только вручную** - кнопка R или автоматически при пустом магазине
|
||||
- **Безопасная обработка неполных магазинов** - загружается столько патронов, сколько есть в инвентаре
|
||||
|
||||
### 4. HUD и UI
|
||||
- **Отображение патронов в магазине** (текущие/максимум)
|
||||
- **Отображение патронов в инвентаре** (общее количество)
|
||||
- **Прогресс перезарядки** в реальном времени
|
||||
- Формат: `15/30 (45)` - где 15 в магазине, 30 максимум, 45 всего в инвентаре
|
||||
|
||||
### 5. Физика
|
||||
- **Автоматическое отключение RigidBody при экипировке**
|
||||
- **Включение физики при снятии оружия**
|
||||
- Предметы не падают когда в руках
|
||||
|
||||
### 6. Настройка в префабах
|
||||
- Не нужно создавать отдельные файлы для каждого оружия
|
||||
- Настройка происходит прямо в инстансе префаба
|
||||
- Компоненты добавляются автоматически
|
||||
|
||||
## Практическое использование
|
||||
|
||||
### 1. Создание оружия в редакторе
|
||||
|
||||
#### Шаг 1: Создание префаба
|
||||
1. Создайте новый GameObject в сцене
|
||||
2. Добавьте модель оружия (SkinnedModelRenderer)
|
||||
3. Добавьте компонент `BaseWeapon`
|
||||
4. Настройте параметры в инспекторе:
|
||||
- `GunRenderer` - ссылка на рендерер оружия
|
||||
- `MuzzleLight` - свет вспышки
|
||||
- `ParticlePrefab` - эффекты попадания
|
||||
- `BloodParticle` - эффекты крови
|
||||
- `Cooldown` - время между выстрелами
|
||||
|
||||
#### Шаг 2: Создание WeaponItemDefinition
|
||||
1. В Project Settings создайте новый ресурс типа "Weapon Item Definition"
|
||||
2. Настройте параметры:
|
||||
```
|
||||
Name: "Pistol"
|
||||
Slot: RightHand
|
||||
HoldType: Pistol
|
||||
Damage: 25
|
||||
FireRate: 8
|
||||
Range: 1000
|
||||
MagazineSize: 15
|
||||
AmmoType: "Pistol"
|
||||
ReloadTime: 2.0
|
||||
Spread: 0.02
|
||||
```
|
||||
3. Укажите префаб в поле `Prefab`
|
||||
|
||||
#### Шаг 3: Добавление в игру
|
||||
```csharp
|
||||
// В коде игрока или менеджера
|
||||
var weaponDef = ResourceLibrary.Get<WeaponItemDefinition>("Items/pistol.weapon");
|
||||
var weaponItem = WeaponFactory.CreateWeaponItem(weaponDef);
|
||||
player.Inventory.AddItem(weaponItem);
|
||||
```
|
||||
|
||||
### 2. Создание фонарика
|
||||
|
||||
#### Шаг 1: Создание префаба фонарика
|
||||
1. Создайте GameObject с моделью фонарика
|
||||
2. Добавьте компонент `Flashlight`
|
||||
3. Настройте параметры:
|
||||
- `LightSource` - GameObject с источником света
|
||||
- `ToggleSound` - звук включения/выключения
|
||||
- `Cooldown` - время между переключениями
|
||||
|
||||
#### Шаг 2: Создание ItemDefinition
|
||||
```csharp
|
||||
// Создайте BaseItemDefinition или WeaponItemDefinition
|
||||
// Name: "Flashlight"
|
||||
// Slot: LeftHand
|
||||
// Prefab: ссылка на префаб фонарика
|
||||
```
|
||||
|
||||
#### Шаг 3: Использование
|
||||
```csharp
|
||||
var flashlightDef = ResourceLibrary.Get<BaseItemDefinition>("Items/flashlight.item");
|
||||
var flashlightItem = WeaponFactory.CreateItem(flashlightDef);
|
||||
player.Inventory.AddItem(flashlightItem);
|
||||
```
|
||||
|
||||
### 3. Создание собственного предмета
|
||||
|
||||
```csharp
|
||||
// Создайте новый класс
|
||||
public sealed class Medkit : Component, IUseable
|
||||
{
|
||||
[Property] public float Cooldown { get; set; } = 5f;
|
||||
[Property] public int HealAmount { get; set; } = 50;
|
||||
|
||||
private TimeSince _lastUseTime;
|
||||
|
||||
public bool CanUse()
|
||||
{
|
||||
return IsValid && _lastUseTime >= Cooldown;
|
||||
}
|
||||
|
||||
public void Use()
|
||||
{
|
||||
if (!CanUse()) return;
|
||||
|
||||
_lastUseTime = 0;
|
||||
|
||||
// Логика лечения
|
||||
var player = Dedugan.Local;
|
||||
if (player != null)
|
||||
{
|
||||
player.Health = Math.Min(player.Health + HealAmount, 100);
|
||||
Log.Info($"Игрок вылечен на {HealAmount} HP");
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## WeaponFactory - подробное руководство
|
||||
|
||||
### Основные методы:
|
||||
|
||||
#### 1. `CreateUseableItem(BaseItemDefinition, InventoryItem)`
|
||||
Создает любой используемый предмет:
|
||||
```csharp
|
||||
var itemDef = ResourceLibrary.Get<BaseItemDefinition>("path/to/item");
|
||||
var item = WeaponFactory.CreateUseableItem(itemDef, inventoryItem);
|
||||
```
|
||||
|
||||
#### 2. `CreateWeapon(WeaponItemDefinition, InventoryItem)`
|
||||
Создает оружие (для обратной совместимости):
|
||||
```csharp
|
||||
var weaponDef = ResourceLibrary.Get<WeaponItemDefinition>("path/to/weapon");
|
||||
var weapon = WeaponFactory.CreateWeapon(weaponDef, inventoryItem);
|
||||
```
|
||||
|
||||
#### 3. `CreateItem(BaseItemDefinition)`
|
||||
Создает предмет для инвентаря:
|
||||
```csharp
|
||||
var itemDef = ResourceLibrary.Get<BaseItemDefinition>("path/to/item");
|
||||
var inventoryItem = WeaponFactory.CreateItem(itemDef);
|
||||
```
|
||||
|
||||
### Автоматическое определение типа
|
||||
|
||||
WeaponFactory автоматически определяет тип предмета по имени:
|
||||
|
||||
- **Оружие**: содержит "pistol", "rifle", "gun" → создается `BaseWeapon`
|
||||
- **Фонарик**: содержит "flashlight", "light" → создается `Flashlight`
|
||||
- **По умолчанию**: создается `BaseWeapon`
|
||||
|
||||
### Примеры использования
|
||||
|
||||
#### Создание пистолета:
|
||||
```csharp
|
||||
// 1. Создаем предмет для инвентаря
|
||||
var pistolDef = ResourceLibrary.Get<WeaponItemDefinition>("Items/pistol.weapon");
|
||||
var pistolItem = WeaponFactory.CreateWeaponItem(pistolDef);
|
||||
|
||||
// 2. Добавляем в инвентарь
|
||||
player.Inventory.AddItem(pistolItem);
|
||||
|
||||
// 3. Экипируем
|
||||
player.Inventory.EquipItem(pistolItem);
|
||||
```
|
||||
|
||||
#### Создание фонарика:
|
||||
```csharp
|
||||
// 1. Создаем предмет
|
||||
var flashlightDef = ResourceLibrary.Get<BaseItemDefinition>("Items/flashlight.item");
|
||||
var flashlightItem = WeaponFactory.CreateItem(flashlightDef);
|
||||
|
||||
// 2. Добавляем в инвентарь
|
||||
player.Inventory.AddItem(flashlightItem);
|
||||
```
|
||||
|
||||
#### Создание аптечки:
|
||||
```csharp
|
||||
// 1. Создаем предмет
|
||||
var medkitDef = ResourceLibrary.Get<BaseItemDefinition>("Items/medkit.item");
|
||||
var medkitItem = WeaponFactory.CreateItem(medkitDef);
|
||||
|
||||
// 2. Добавляем в инвентарь
|
||||
player.Inventory.AddItem(medkitItem);
|
||||
```
|
||||
|
||||
## Настройка в префабах
|
||||
|
||||
### Для оружия:
|
||||
1. Добавьте компонент `BaseWeapon`
|
||||
2. Настройте все необходимые ссылки (рендерер, звуки, эффекты)
|
||||
3. Установите параметры стрельбы (Cooldown, FireRate и т.д.)
|
||||
|
||||
### Для других предметов:
|
||||
1. Добавьте компонент, реализующий `IUseable`
|
||||
2. Настройте специфичные параметры
|
||||
3. Реализуйте логику в методах `CanUse()` и `Use()`
|
||||
|
||||
## Преимущества системы
|
||||
|
||||
1. **Универсальность** - один интерфейс для всех предметов
|
||||
2. **Гибкость** - каждый предмет может иметь свою логику
|
||||
3. **Простота** - настройка в префабах, без создания отдельных файлов
|
||||
4. **Расширяемость** - легко добавлять новые типы предметов
|
||||
5. **Производительность** - кэширование и оптимизация
|
||||
6. **Читаемость** - понятная структура и документация
|
||||
|
||||
## Примеры предметов
|
||||
|
||||
- **Оружие** - стрельба, перезарядка, патроны
|
||||
- **Фонарик** - включение/выключение света
|
||||
- **Аптечка** - лечение игрока
|
||||
- **Инструменты** - ремонт, строительство
|
||||
- **Еда** - восстановление здоровья/голода
|
||||
@ -1,118 +0,0 @@
|
||||
using System.Threading.Tasks;
|
||||
using Sandbox.UI;
|
||||
using Sasalka;
|
||||
|
||||
namespace Sandbox.Weapons;
|
||||
|
||||
public sealed class Weapon : AmmoUseableBase
|
||||
{
|
||||
[Property] public SkinnedModelRenderer GunRenderer { get; private set; }
|
||||
[Property] public GameObject MuzzleLight { get; private set; }
|
||||
[Property] public GameObject particlePrefab { get; set; }
|
||||
[Property] public GameObject bloodParticle { get; set; }
|
||||
[Property] public WeaponItemDefinition WeaponDefinition { get; set; }
|
||||
|
||||
private SoundPointComponent _sound;
|
||||
private Rigidbody _rigidbody;
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
_sound = GameObject.GetComponent<SoundPointComponent>(true);
|
||||
}
|
||||
|
||||
public override void OnEquipped()
|
||||
{
|
||||
_rigidbody = GameObject.Components.Get<Rigidbody>();
|
||||
_rigidbody.Enabled = false;
|
||||
GameObject.Components.Get<PickupItem>().Enabled = false;
|
||||
}
|
||||
|
||||
protected override WeaponItemDefinition GetWeaponDefinition()
|
||||
{
|
||||
return WeaponDefinition;
|
||||
}
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
AttackEffects();
|
||||
|
||||
Vector3 startPos = Scene.Camera.WorldPosition;
|
||||
Vector3 dir = Scene.Camera.WorldRotation.Forward;
|
||||
float maxDistance = WeaponDefinition?.Range ?? 1000f;
|
||||
|
||||
var tr = Scene.Trace
|
||||
.Ray(startPos, startPos + dir * maxDistance)
|
||||
.IgnoreGameObjectHierarchy(Dedugan.Local.GameObject)
|
||||
.WithoutTags("weapon")
|
||||
.UseHitboxes()
|
||||
.Run();
|
||||
|
||||
if (tr.Hit)
|
||||
{
|
||||
if (tr.Hitbox != null)
|
||||
{
|
||||
var boneIndex = tr.Hitbox.Bone.Index;
|
||||
var components = tr.GameObject.Components;
|
||||
|
||||
// Кэшируем компоненты для избежания повторных поисков
|
||||
var dedugan = components.Get<Dedugan>();
|
||||
var enemy = components.Get<Enemy>();
|
||||
var hasTarget = dedugan.IsValid() || enemy.IsValid();
|
||||
|
||||
if (hasTarget)
|
||||
{
|
||||
CreateHitEffects(tr.EndPosition, tr.Normal, true);
|
||||
}
|
||||
|
||||
if (dedugan.IsValid())
|
||||
{
|
||||
dedugan.ReportHit(dir, boneIndex);
|
||||
}
|
||||
|
||||
if (enemy.IsValid())
|
||||
{
|
||||
enemy.ReportHit(dir, boneIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CreateHitEffects(tr.EndPosition, tr.Normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
private void CreateHitEffects(Vector3 position, Vector3 normal, bool blood = false)
|
||||
{
|
||||
var rot = Rotation.LookAt(normal);
|
||||
DestroyAsync(
|
||||
blood
|
||||
? bloodParticle.Clone(position, rot)
|
||||
: particlePrefab.Clone(position, rot), 0.5f);
|
||||
}
|
||||
|
||||
async void DestroyAsync(GameObject go, float delay)
|
||||
{
|
||||
await GameTask.DelaySeconds(delay);
|
||||
go.Destroy();
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
public void AttackEffects()
|
||||
{
|
||||
_sound?.StartSound();
|
||||
MuzzleLight.Enabled = true;
|
||||
GunRenderer.Set("Fire", true);
|
||||
|
||||
GameTask.DelaySeconds(0.05f).ContinueWith((_) =>
|
||||
{
|
||||
MuzzleLight.Enabled = false;
|
||||
});
|
||||
}
|
||||
|
||||
protected override void OnUse()
|
||||
{
|
||||
Attack();
|
||||
}
|
||||
}
|
||||
114
Code/Weapons/WeaponFactory.cs
Normal file
114
Code/Weapons/WeaponFactory.cs
Normal file
@ -0,0 +1,114 @@
|
||||
using Sandbox;
|
||||
using Sasalka;
|
||||
|
||||
namespace Sandbox.Weapons;
|
||||
|
||||
/// <summary>
|
||||
/// Фабрика для создания используемых предметов с правильной настройкой компонентов
|
||||
/// </summary>
|
||||
public static class WeaponFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Создать используемый предмет с правильной настройкой
|
||||
/// </summary>
|
||||
public static GameObject CreateUseableItem(BaseItemDefinition itemDef, InventoryItem inventoryItem = null)
|
||||
{
|
||||
if (itemDef?.Prefab == null) return null;
|
||||
|
||||
var itemGo = itemDef.Prefab.Clone();
|
||||
|
||||
// Проверяем, есть ли уже компонент оружия
|
||||
if (!itemGo.Components.TryGet<BaseWeapon>(out var weapon))
|
||||
{
|
||||
// Определяем тип предмета по имени или другим параметрам
|
||||
if (itemDef.Name.ToLower().Contains("pistol") || itemDef.Name.ToLower().Contains("rifle") || itemDef.Name.ToLower().Contains("gun"))
|
||||
{
|
||||
// Создаем оружие как InventoryItem
|
||||
weapon = itemGo.Components.Create<BaseWeapon>();
|
||||
weapon.Definition = itemDef;
|
||||
}
|
||||
else if (itemDef.Name.ToLower().Contains("flashlight") || itemDef.Name.ToLower().Contains("light"))
|
||||
{
|
||||
// Создаем фонарик
|
||||
var flashlight = itemGo.Components.Create<Flashlight>();
|
||||
}
|
||||
else
|
||||
{
|
||||
// По умолчанию создаем базовое оружие
|
||||
weapon = itemGo.Components.Create<BaseWeapon>();
|
||||
weapon.Definition = itemDef;
|
||||
}
|
||||
}
|
||||
|
||||
// Настраиваем компоненты
|
||||
SetupItemComponents(itemGo, itemDef);
|
||||
|
||||
return itemGo;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Создать оружие с правильной настройкой (для обратной совместимости)
|
||||
/// </summary>
|
||||
public static GameObject CreateWeapon(WeaponItemDefinition weaponDef, InventoryItem inventoryItem = null)
|
||||
{
|
||||
return CreateUseableItem(weaponDef, inventoryItem);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Настройка компонентов предмета
|
||||
/// </summary>
|
||||
private static void SetupItemComponents(GameObject itemGo, BaseItemDefinition itemDef)
|
||||
{
|
||||
// Настраиваем рендерер
|
||||
if (itemGo.Components.TryGet<SkinnedModelRenderer>(out var renderer))
|
||||
{
|
||||
// Можно добавить специфичную настройку рендерера
|
||||
}
|
||||
|
||||
// Настраиваем звук
|
||||
if (itemGo.Components.TryGet<SoundPointComponent>(out var sound))
|
||||
{
|
||||
// Можно добавить специфичную настройку звука
|
||||
}
|
||||
|
||||
// Настраиваем физику
|
||||
if (itemGo.Components.TryGet<Rigidbody>(out var rigidbody))
|
||||
{
|
||||
// Можно добавить специфичную настройку физики
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Создать предмет для инвентаря
|
||||
/// </summary>
|
||||
public static InventoryItem CreateItem(BaseItemDefinition itemDef)
|
||||
{
|
||||
// Для оружия создаем BaseWeapon, для остального - обычный InventoryItem
|
||||
if (itemDef is WeaponItemDefinition)
|
||||
{
|
||||
return new BaseWeapon
|
||||
{
|
||||
Definition = itemDef,
|
||||
Count = 1
|
||||
};
|
||||
}
|
||||
|
||||
return new InventoryItem
|
||||
{
|
||||
Definition = itemDef,
|
||||
Count = 1
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Создать предмет оружия для инвентаря (для обратной совместимости)
|
||||
/// </summary>
|
||||
public static InventoryItem CreateWeaponItem(WeaponItemDefinition weaponDef)
|
||||
{
|
||||
return new BaseWeapon
|
||||
{
|
||||
Definition = weaponDef,
|
||||
Count = 1
|
||||
};
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user