using Invector.vCharacterController; namespace Invector.vShooter { [vClassHeader("Shooter Lock-On")] public class vLockOnShooter : vLockOn { protected vShooterMeleeInput shooterMelee; protected override void Start() { base.Start(); shooterMelee = this.tpInput as vShooterMeleeInput; } protected override void UpdateLockOn() { if (shooterMelee == null || shooterMelee.shooterManager == null || (shooterMelee.shooterManager.useLockOn && shooterMelee.shooterManager.rWeapon != null) || shooterMelee.shooterManager.useLockOnMeleeOnly && shooterMelee.shooterManager.rWeapon == null) base.UpdateLockOn(); else if (isLockingOn && shooterMelee.shooterManager.rWeapon != null) { isLockingOn = false; LockOn(false); StopLockOn(); aimImage.transform.gameObject.SetActive(false); } } protected override void LockOnInput() { if (tpInput.tpCamera == null || tpInput.cc == null) return; // lock the camera into a target, if there is any around if (lockOnInput.GetButtonDown() && !tpInput.cc.customAction) { isLockingOn = !isLockingOn; LockOn(isLockingOn); } // unlock the camera if the target is null else if (isLockingOn && tpInput.tpCamera.lockTarget == null) { isLockingOn = false; LockOn(false); } // choose to use lock-on with strafe of free movement if (strafeWhileLockOn && !tpInput.cc.locomotionType.Equals(vThirdPersonMotor.LocomotionType.OnlyStrafe)) { if (shooterMelee.isAimingByInput || strafeWhileLockOn && isLockingOn && tpInput.tpCamera.lockTarget != null) tpInput.cc.lockInStrafe = true; else tpInput.cc.lockInStrafe = false; } } } }