test
testing
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//NSdesignGames @ 2012
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//FPS Kit | Version 2.0
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#pragma strict
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//This script is used to control main weapon animations
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//Should be attached to the object that contain weapon/hand animation
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//Note this is Modifired version of WeaponAnimation.js and its adapted to work with per bullet reload animation
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var Idle : String = "Idle";
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var ReloadBegin : String = "Reload_1_3";
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var ReloadMiddle : String = "Reload_2_3";
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var ReloadEnd: String = "Reload_3_3";
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var Shoot : String = "Fire";
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var TakeIn : String = "TakeIn";
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var TakeOut : String = "TakeOut";
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var FireAnimationSpeed : float = 1;
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var TakeInOutSpeed : float = 1;
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var ReloadMiddleRepeat : float = 4;
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private var PlayThis : String;
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private var motor : FPScontroller;
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private var player : GameObject;
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function Awake () {
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animation.Play(Idle);
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animation[Idle].wrapMode = WrapMode.Once;
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animation[ReloadBegin].wrapMode = WrapMode.Once;
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animation[ReloadMiddle].wrapMode = WrapMode.Once;
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animation[ReloadEnd].wrapMode = WrapMode.Once;
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animation[Shoot].wrapMode = WrapMode.Once;
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animation[TakeIn].wrapMode = WrapMode.Once;
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animation[TakeOut].wrapMode = WrapMode.Once;
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}
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function Fire(){
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animation.Rewind(Shoot);
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animation[Shoot].speed = FireAnimationSpeed;
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animation.Play(Shoot);
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}
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function Reloading(reloadTime : float) {
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var totalLength = animation[ReloadBegin].clip.length + animation[ReloadMiddle].clip.length*ReloadMiddleRepeat + animation[ReloadEnd].clip.length;
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var newReload1 : AnimationState = animation.CrossFadeQueued(ReloadBegin);
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newReload1.speed = (totalLength/reloadTime)/2;
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//4 is number of bullets to reload
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for(var i : int = 0; i < ReloadMiddleRepeat; i++){
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var newReload2 : AnimationState = animation.CrossFadeQueued(ReloadMiddle);
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newReload2.speed = (totalLength/reloadTime)/1.4;
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}
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var newReload3 : AnimationState = animation.CrossFadeQueued(ReloadEnd);
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newReload3.speed = (totalLength/reloadTime)/2;
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}
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function takeIn(){
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animation.Rewind(TakeIn);
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animation[TakeIn].speed = TakeInOutSpeed;
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animation[TakeIn].time = 0;
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animation.Play(TakeIn);
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}
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function takeOut(){
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animation.Rewind(TakeOut);
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animation[TakeOut].speed = TakeInOutSpeed;
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animation[TakeOut].time = 0;
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animation.Play(TakeOut);
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}
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@script AddComponentMenu ("FPS system/Weapon System/SniperAnimation")
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