Class FPSWeapon
Renders first-person weapons and attack animations.
Recommended for this component to be on its own game object.
Cam modify pitch of audio source for different weapon speed effects.
Assembly: Assembly-CSharp.dll
Syntax
[RequireComponent(typeof(DaggerfallAudioSource))]
public class FPSWeapon : MonoBehaviour
Fields
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AttackSpeedScale
Declaration
public float AttackSpeedScale
Field Value
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Cooldown
Declaration
Field Value
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DrawWeaponSound
Declaration
public SoundClips DrawWeaponSound
Field Value
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FlipHorizontal
Declaration
public bool FlipHorizontal
Field Value
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Declaration
public MetalTypes MetalType
Field Value
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Reach
Declaration
Field Value
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ShowWeapon
Declaration
Field Value
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SwingWeaponSound
Declaration
public SoundClips SwingWeaponSound
Field Value
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WeaponHands
Declaration
public ItemHands WeaponHands
Field Value
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WeaponType
Declaration
public WeaponTypes WeaponType
Field Value
Properties
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WeaponState
Declaration
public WeaponStates WeaponState { get; }
Property Value
Methods
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ChangeWeaponState(WeaponStates)
Declaration
public void ChangeWeaponState(WeaponStates state)
Parameters
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GetAnimTime()
Declaration
public float GetAnimTime()
Returns
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GetCurrentFrame()
Declaration
public int GetCurrentFrame()
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GetHitFrame()
Declaration
Returns
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IsAttacking()
Declaration
public bool IsAttacking()
Returns
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OnAttackDirection(WeaponManager.MouseDirections)
Declaration
public void OnAttackDirection(WeaponManager.MouseDirections direction)
Parameters
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PlayActivateSound()
Declaration
public void PlayActivateSound()
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PlayAttackVoice(SoundClips)
Declaration
public void PlayAttackVoice(SoundClips customSound = SoundClips.None)
Parameters
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PlaySwingSound()
Declaration
public void PlaySwingSound()
Extension Methods
MBExtensions.Invoke<T1, T2, T3, T4>(MonoBehaviour, Action<T1, T2, T3, T4>, T1, T2, T3, T4, Single)