From ee9a97d0f23cd121d5a1005d423b6702aaf0196a Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Mon, 18 Aug 2025 19:18:30 +0200 Subject: [PATCH 1/4] Clean up player HUD and gun subbing code --- Assets/Scripts/Augment/GunStats.cs | 1 + Assets/Scripts/Gamestate/PlayerManager.cs | 57 ++++++------------- Assets/Scripts/Gamestate/PlayerSubscriber.cs | 5 ++ .../Gamestate/PlayerSubscriber.cs.meta | 11 ++++ Assets/Scripts/UI/PlayerHUDController.cs | 41 +++++++++---- 5 files changed, 64 insertions(+), 51 deletions(-) create mode 100644 Assets/Scripts/Gamestate/PlayerSubscriber.cs create mode 100644 Assets/Scripts/Gamestate/PlayerSubscriber.cs.meta diff --git a/Assets/Scripts/Augment/GunStats.cs b/Assets/Scripts/Augment/GunStats.cs index 18e047de7..0eea17667 100644 --- a/Assets/Scripts/Augment/GunStats.cs +++ b/Assets/Scripts/Augment/GunStats.cs @@ -52,6 +52,7 @@ public enum FireModes /// [HideInInspector] public int Ammo = 0; + public float AmmoPercent => (Ammo < 1 ? 0 : Ammo) / (float)MagazineSize; [SerializeField] [Tooltip("Damage of each projectile")] diff --git a/Assets/Scripts/Gamestate/PlayerManager.cs b/Assets/Scripts/Gamestate/PlayerManager.cs index f30b53ffd..8b0b09c69 100644 --- a/Assets/Scripts/Gamestate/PlayerManager.cs +++ b/Assets/Scripts/Gamestate/PlayerManager.cs @@ -1,7 +1,6 @@ using Mirror; using System.Collections; using System.Linq; -using Unity.VisualScripting.Antlr3.Runtime.Misc; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.Rendering.Universal; @@ -263,6 +262,8 @@ public void SetPlayerInput(InputManager playerInput) var canvas = hudController.GetComponent(); canvas.worldCamera = inputManager.GetComponentInChildren(); canvas.planeDistance = 0.21f; + // TODO pivot inside HUDController (for respawning) + // and remember -= identity.onChipChange += hudController.OnChipChange; // Disable arena camera so we don't render the entire scene twice @@ -326,12 +327,7 @@ void OnDestroy() } if (gunController) { - gunController.onFireStart -= UpdateAimTarget; - gunController.onFire -= UpdateAimTarget; - gunController.onFireEnd -= UpdateHudFire; - gunController.onReload -= UpdateHudReload; - //Remove the gun - Destroy(gunController.gameObject); + RemoveGun(); } if (TryGetComponent(out PlayerMovement playerMovement)) { @@ -411,26 +407,6 @@ private void PlayLeapAudio(Rigidbody body) leapSounds.Play(audioSource); } - private void UpdateHudFire(GunStats stats) - { - // stats variables must be dereferenced - float ammo = stats.Ammo < 1 ? 0 : stats.Ammo; - float magazine = stats.MagazineSize; - hudController.UpdateOnFire(ammo / magazine); - } - - private void UpdateHudReload(GunStats stats) - { - float ammo = stats.Ammo; - float magazine = stats.MagazineSize; - hudController.UpdateOnReload(ammo / magazine); - } - - private void UpdateHudCrosshair(GunStats stats) - { - HUDController.UpdateOnInitialize(stats); - } - private void TryPlaceBid(InputAction.CallbackContext ctx) { if (!selectedBiddingPlatform) return; @@ -515,13 +491,7 @@ public virtual void SetGun(Transform offset) var hadGunBefore = gunController != null; if (hadGunBefore && inputManager) { - gunController.onFireStart -= UpdateAimTarget; - gunController.onFire -= UpdateAimTarget; - gunController.onFire -= ScreenShake; - gunController.onFireEnd -= UpdateHudFire; - gunController.onReload -= UpdateHudReload; - gunController.projectile.OnHitboxCollision -= hudController.HitAnimation; - GunFactory.UnsubscribeAnimators(gunController.gameObject); + UnsubscribeGun(); } overrideAimTarget = false; var gun = GunFactory.InstantiateGun(identity.Body, identity.Barrel, identity.Extension, this, offset); @@ -535,10 +505,7 @@ public virtual void SetGun(Transform offset) gunController.onFireStart += UpdateAimTarget; gunController.onFire += UpdateAimTarget; gunController.onFire += ScreenShake; - gunController.onFireEnd += UpdateHudFire; - gunController.onReload += UpdateHudReload; - UpdateHudCrosshair(gunController.stats); - gunController.projectile.OnHitboxCollision += hudController.HitAnimation; + hudController.Attach(gunController); } playerIK.LeftHandIKTarget = gunController.LeftHandTarget; if (gunController.RightHandTarget) @@ -549,6 +516,16 @@ public virtual void SetGun(Transform offset) GetComponent().InitializeNetworkBehaviours(); } + private void UnsubscribeGun() + { + gunController.onFireStart -= UpdateAimTarget; + gunController.onFire -= UpdateAimTarget; + gunController.onFire -= ScreenShake; + hudController.Detach(gunController); + gunController.Detach(); + GunOrigin.GetComponent().Detach(); + } + public void SetGunNetwork(Transform offset) { overrideAimTarget = false; @@ -566,17 +543,17 @@ public void SetGunNetwork(Transform offset) public void RemoveGun() { - gunController.UnsubscribeDelegates(); + UnsubscribeGun(); for (int i = gunController.transform.childCount - 1; i >= 0; i--) { Destroy(gunController.transform.GetChild(i).gameObject); } Destroy(gunController.gameObject); - GunOrigin.GetComponent().UnsubscribeDelegates(); for (int i = GunOrigin.transform.childCount - 1; i >= 0; i--) { Destroy(GunOrigin.transform.GetChild(i).gameObject); } + // TODO ok and why don't we destroy the guncontroller for the display gun } private void SetLayerOnSubtree(GameObject node, int layer) diff --git a/Assets/Scripts/Gamestate/PlayerSubscriber.cs b/Assets/Scripts/Gamestate/PlayerSubscriber.cs new file mode 100644 index 000000000..3c3ac3ca2 --- /dev/null +++ b/Assets/Scripts/Gamestate/PlayerSubscriber.cs @@ -0,0 +1,5 @@ +public interface PlayerSubscriber +{ + void Subscribe(PlayerManager player); + void Unsubscribe(PlayerManager player); +} \ No newline at end of file diff --git a/Assets/Scripts/Gamestate/PlayerSubscriber.cs.meta b/Assets/Scripts/Gamestate/PlayerSubscriber.cs.meta new file mode 100644 index 000000000..5c4fdea42 --- /dev/null +++ b/Assets/Scripts/Gamestate/PlayerSubscriber.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b8fc29f19163bf446af0038304048a81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/PlayerHUDController.cs b/Assets/Scripts/UI/PlayerHUDController.cs index f7b0d2d24..ff3630725 100644 --- a/Assets/Scripts/UI/PlayerHUDController.cs +++ b/Assets/Scripts/UI/PlayerHUDController.cs @@ -2,7 +2,6 @@ using UnityEngine.UI; using System.Linq; using TMPro; -using UnityEngine.Serialization; using static GunStats; using System; @@ -122,13 +121,11 @@ private void Awake() { crosshairMaterial = Instantiate(crosshair.material); crosshair.material = crosshairMaterial; - } - void Start() - { speedLines.material = Instantiate(speedLines.material); speedLinesMaterial = speedLines.material; speedLines.gameObject.SetActive(true); + var image = GetComponent(); // Prevent material properties from being handled globally damageBorder = Instantiate(image.material); @@ -138,7 +135,10 @@ void Start() ammoCapacityMaterial = Instantiate(ammoBar.material); ammoBar.material = ammoCapacityMaterial; ammoCapacityMaterial.SetFloat("_Arc2", 0); + } + private void Start() + { originalChipY = chipBox.anchoredPosition.y; if (!MatchController.Singleton || PlayerInputManagerController.Singleton.LocalPlayerInputs.Count() == 1) { @@ -237,7 +237,7 @@ private void SetChipBoxPosition(float height) chipBox.anchoredPosition = new Vector2(originalChipX, originalChipY - height * 2 * originalChipY); } - public void UpdateOnFire(float ammoPercent) + public void UpdateOnFire(GunStats stats) { if (LeanTween.isTweening(ammoTween)) { @@ -245,15 +245,15 @@ public void UpdateOnFire(float ammoPercent) ammoBar.gameObject.transform.eulerAngles = new Vector3(ammoBar.gameObject.transform.eulerAngles.x, ammoBar.gameObject.transform.eulerAngles.y, 0); } - ammoCapacityMaterial.SetFloat("_Arc2", (1 - ammoPercent) * availableDegrees); + UpdateAmmoBar(stats); ammoTween = ammoHud.gameObject.LeanRotateAroundLocal(Vector3.forward, ammoSpinDegrees, 0.5f).setEaseSpring() .setOnStart( () => ammoBar.gameObject.transform.Rotate(new Vector3(0, 0, -ammoSpinDegrees))).id; } - public void UpdateOnReload(float ammoPercent) + private void UpdateAmmoBar(GunStats stats) { - ammoCapacityMaterial.SetFloat("_Arc2", (1 - ammoPercent) * availableDegrees); + ammoCapacityMaterial.SetFloat("_Arc2", (1 - stats.AmmoPercent) * availableDegrees); } private void UpdateHealthBar(float currentHealth, float maxHealth) @@ -298,7 +298,7 @@ public void UpdateDamageBorder(float intensity) { // Start of curve, reach the top quickly // Always start at 0 so we get proper damage indication each time we get hit - intensity = intensity * (1 / damageBorderTop); + intensity *= 1 / damageBorderTop; } else { @@ -342,7 +342,26 @@ public void MoveCrosshair(float x, float y) crosshair.rectTransform.anchoredPosition = (new Vector2(halfWidth * x, halfHeight * y)); } - public void HitAnimation(HitboxController other, ref ProjectileState state) + public void Attach(GunController gunController) + { + gunController.projectile.OnHitboxCollision += HitAnimation; + gunController.onFireEnd += UpdateOnFire; + gunController.onReload += UpdateAmmoBar; + + // Ensure ammo correctness at attach time + UpdateAmmoBar(gunController.stats); + + InitializeCrosshair(gunController.stats); + } + + public void Detach(GunController gunController) + { + gunController.projectile.OnHitboxCollision -= HitAnimation; + gunController.onFireEnd -= UpdateOnFire; + gunController.onReload -= UpdateAmmoBar; + } + + private void HitAnimation(HitboxController other, ref ProjectileState state) { if (LeanTween.isTweening(hitTween)) { @@ -400,7 +419,7 @@ public void CrossHairDetonationAnimation() .setOnComplete(() => SetCrosshairRadius(initialCrosshairRadius)).id; } - public void UpdateOnInitialize(GunStats stats) + public void InitializeCrosshair(GunStats stats) { initialCrosshairRadius = stats.CrosshairRadius.Value() == 0f ? 0f : 1f / stats.CrosshairRadius.Value(); crosshairMaterial.SetFloat("_Radius", initialCrosshairRadius); From 657f12f8c210041ebd2cfca1c59c1b3b397d8c95 Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Mon, 18 Aug 2025 19:18:41 +0200 Subject: [PATCH 2/4] Refactor projectile modifiers - Reorder Detach() defs - Assign GunController in Attach() - Actually call Detach() --- Assets/RicochetModifier.cs | 6 ++--- .../Hat/MeshProjectileController.cs | 3 +++ .../Augment/BulletModifiers/DecalModifier.cs | 7 ++---- .../InheritMomentumModifier.cs | 16 ++++++------ .../KnockbackOnShotModifier.cs | 7 +----- .../Augment/BulletModifiers/RecoilModifier.cs | 7 +----- .../StickyProjectileModifier.cs | 12 +++------ Assets/Scripts/Augment/GunController.cs | 25 +++++++++++++++++-- Assets/Scripts/Augment/ProjectileModifier.cs | 5 ++-- Assets/Scripts/Gamestate/PlayerSubscriber.cs | 2 +- Assets/Scripts/Utils/ObjectPool.cs | 8 +++--- 11 files changed, 53 insertions(+), 45 deletions(-) diff --git a/Assets/RicochetModifier.cs b/Assets/RicochetModifier.cs index f31221db9..7c05f3630 100644 --- a/Assets/RicochetModifier.cs +++ b/Assets/RicochetModifier.cs @@ -2,17 +2,17 @@ public class RicochetModifier : MonoBehaviour, ProjectileModifier { - public void ricochetProjectile(RaycastHit other, ref ProjectileState state) + private void RicochetProjectile(RaycastHit other, ref ProjectileState state) { state.direction = Vector3.Reflect(state.direction, other.normal); } public void Attach(ProjectileController projectile) { - projectile.OnColliderHit += ricochetProjectile; + projectile.OnColliderHit += RicochetProjectile; } public void Detach(ProjectileController projectile) { - projectile.OnColliderHit -= ricochetProjectile; + projectile.OnColliderHit -= RicochetProjectile; } } diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs index 2a144ec4e..1741b241a 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs @@ -102,6 +102,9 @@ protected override void OnDestroy() base.OnDestroy(); positionActiveBuffer?.Dispose(); rotationBuffer?.Dispose(); + UpdateProjectileMovement -= ProjectileMotions.MoveWithGravity; + if (animator) + animator.OnShotFiredAnimation -= FireProjectile; } protected override void OnInitialize(GunStats gunstats) diff --git a/Assets/Scripts/Augment/BulletModifiers/DecalModifier.cs b/Assets/Scripts/Augment/BulletModifiers/DecalModifier.cs index bd66c33fc..b04198035 100644 --- a/Assets/Scripts/Augment/BulletModifiers/DecalModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/DecalModifier.cs @@ -48,8 +48,7 @@ public void Detach(ProjectileController projectile) { projectile.OnRicochet -= OnHit; } - decalPool.Flush(); - decalPool = null; + OnDestroy(); } private void OnHit(RaycastHit target, ref ProjectileState state) @@ -94,9 +93,7 @@ private Quaternion DetermineRotation(Collider target, ProjectileState state) private void OnDestroy() { - if (decalPool == null) - return; - decalPool.Flush(); + decalPool?.Flush(); decalPool = null; } } diff --git a/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs index 896bd6973..b121a89a3 100644 --- a/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs @@ -47,6 +47,14 @@ public void Attach(ProjectileController projectile) projectile.OnProjectileInit += OnProjectileInit; } + public void Detach(ProjectileController projectile) + { + if (!projectile.GunController.Player) + return; + projectile.OnNetworkInit -= OnNetworkInit; + projectile.OnProjectileInit -= OnProjectileInit; + } + private void OnNetworkInit(ref ProjectileFireData data, GunStats _) { var speed = playerBody.velocity.magnitude; @@ -67,12 +75,4 @@ private void OnProjectileInit(ref ProjectileState state, GunStats stats) state.additionalProperties[ExplosionModifier.AreaDamagePropertyName] = damage * (1 - projectileToAreaDamageRatio); state.speed = Mathf.Max(1f, speed * speedMultiplier); } - - public void Detach(ProjectileController projectile) - { - if (!projectile.GunController.Player) - return; - projectile.OnNetworkInit -= OnNetworkInit; - projectile.OnProjectileInit -= OnProjectileInit; - } } diff --git a/Assets/Scripts/Augment/BulletModifiers/KnockbackOnShotModifier.cs b/Assets/Scripts/Augment/BulletModifiers/KnockbackOnShotModifier.cs index aa85d0b79..2111808cd 100644 --- a/Assets/Scripts/Augment/BulletModifiers/KnockbackOnShotModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/KnockbackOnShotModifier.cs @@ -15,14 +15,9 @@ public class KnockbackOnShotModifier : MonoBehaviour, ProjectileModifier private (ProjectileState shot, List colliders) collidersHitWithShot = (null, new()); - private void Awake() - { - gunController = transform.parent.GetComponent(); - if (!gunController) - return; - } public void Attach(ProjectileController projectile) { + gunController = projectile.GunController; projectile.OnHitboxCollision += KnockAwayTargets; bulletAmount = projectile.stats.ProjectilesPerShot; calculatedPushPower = (pushPower / bulletAmount) * (1f + (float)Math.Log10(bulletAmount)); diff --git a/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs b/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs index da6a3a520..120a8f870 100644 --- a/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs @@ -12,14 +12,9 @@ public class RecoilModifier : MonoBehaviour, ProjectileModifier private float calculatedPushPower; - private void Awake() - { - gunController = transform.parent.GetComponent(); - if (!gunController) - return; - } public void Attach(ProjectileController projectile) { + gunController = projectile.GunController; projectile.OnProjectileInit += KnockAwayOnShot; bulletAmount = projectile.stats.ProjectilesPerShot; calculatedPushPower = (pushPower / bulletAmount) * (1f + (float)Math.Log10(bulletAmount)); diff --git a/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs b/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs index e6f600196..242735362 100644 --- a/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs @@ -55,8 +55,7 @@ public void Detach(ProjectileController projectile) { projectile.OnColliderHit -= StickToTarget; OnStuckToTarget = null; - stuckObjects.Flush(); - stuckObjects = null; + OnDestroy(); } public void StickToTarget(RaycastHit hit, ref ProjectileState state) @@ -64,8 +63,8 @@ public void StickToTarget(RaycastHit hit, ref ProjectileState state) if (!(affectedLayers == (affectedLayers | (1 << hit.collider.gameObject.layer)))) return; - var stuck = isDespawnedAfterTime ? - stuckObjects.GetAndReturnLater(stuckLifeTime) + var stuck = isDespawnedAfterTime ? + stuckObjects.GetAndReturnLater(stuckLifeTime) : stuckObjects.Get(); stuck.transform.position = hit.ClosestPoint(state.oldPosition); @@ -91,10 +90,7 @@ public StuckObject InstantiateManual(Vector3 position) private void OnDestroy() { - if (stuckObjects == null) - return; - - stuckObjects.Flush(); + stuckObjects?.Flush(); stuckObjects = null; } } diff --git a/Assets/Scripts/Augment/GunController.cs b/Assets/Scripts/Augment/GunController.cs index 2c7598e3b..f08a4074e 100644 --- a/Assets/Scripts/Augment/GunController.cs +++ b/Assets/Scripts/Augment/GunController.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using System.Linq; using Mirror; using UnityEngine; @@ -106,11 +107,31 @@ public void Initialize() private void OnDestroy() { - UnsubscribeDelegates(); + Detach(); } - public void UnsubscribeDelegates() + // TODO perhaps avoid too many duplacte detach calls? + public void Detach() { + // TODO remember these after init? + var body = GetComponentInChildren(); + var barrel = GetComponentInChildren(); + var extension = GetComponentInChildren(); + + if (barrel == null) + { + Debug.LogWarning("Gun already detached!"); + return; + } + + var modifiers = new List(); + if (barrel) + modifiers.AddRange(barrel.GetModifiers()); + if (extension) + modifiers.AddRange(extension.GetModifiers()); + modifiers.ForEach(m => m.Detach(projectile)); + + // TODO the null-ing is hopefully not necessary? onInitializeGun = null; onFire = null; onFireEnd = null; diff --git a/Assets/Scripts/Augment/ProjectileModifier.cs b/Assets/Scripts/Augment/ProjectileModifier.cs index 88c040ae8..4d7f9f5f2 100644 --- a/Assets/Scripts/Augment/ProjectileModifier.cs +++ b/Assets/Scripts/Augment/ProjectileModifier.cs @@ -8,6 +8,7 @@ public enum Priority EXTENSION, ARBITRARY } + /// /// An interface that can be implemented in order to give additional functional property to any projectile created by any set of parts. /// Why? Because putting a copy of every needed bullet script on every single bullet that is created is very inefficient. @@ -16,12 +17,12 @@ public enum Priority /// /// Note: Behaviour tied to updating the projectile every frame (Update), should be done with ProjectileController delegates instead! /// -public interface ProjectileModifier +public interface ProjectileModifier { public abstract void Attach(ProjectileController projectile); public abstract void Detach(ProjectileController projectile); - public Priority GetPriority() + public Priority GetPriority() { return Priority.ARBITRARY; } diff --git a/Assets/Scripts/Gamestate/PlayerSubscriber.cs b/Assets/Scripts/Gamestate/PlayerSubscriber.cs index 3c3ac3ca2..02ca61d68 100644 --- a/Assets/Scripts/Gamestate/PlayerSubscriber.cs +++ b/Assets/Scripts/Gamestate/PlayerSubscriber.cs @@ -2,4 +2,4 @@ public interface PlayerSubscriber { void Subscribe(PlayerManager player); void Unsubscribe(PlayerManager player); -} \ No newline at end of file +} diff --git a/Assets/Scripts/Utils/ObjectPool.cs b/Assets/Scripts/Utils/ObjectPool.cs index e2ee4e5ec..1c83eb908 100644 --- a/Assets/Scripts/Utils/ObjectPool.cs +++ b/Assets/Scripts/Utils/ObjectPool.cs @@ -1,6 +1,5 @@ using System.Collections; using System.Collections.Generic; -using Unity.VisualScripting; using UnityEngine; public class ObjectPool where T : MonoBehaviour @@ -27,7 +26,8 @@ private ObjectPool(int capacity) /// public void Flush() { - pool.ForEach(gameObject => GameObject.Destroy(gameObject)); + pool?.ForEach(gameObject => GameObject.Destroy(gameObject)); + // TODO setting it to null is kinda troublesome, had to add a ?. above... pool = null; if (parent != null) GameObject.Destroy(parent.gameObject); @@ -138,7 +138,7 @@ public void Return(T instance) if (!instance) return; instance.gameObject.SetActive(false); - instance.transform.SetParent(parent.transform,true); + instance.transform.SetParent(parent.transform, true); instance.transform.position = parent.transform.position; instance.transform.rotation = parent.transform.rotation; } @@ -148,7 +148,7 @@ public void Return(T instance) /// public void ReturnAll() { - foreach(var instance in pool) + foreach (var instance in pool) Return(instance); } } From 439d81a3c9bdb4aa48693e0294cd5e632b53d92d Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Tue, 26 Aug 2025 21:56:41 +0200 Subject: [PATCH 3/4] Remove superfluous revolver animation trigging Animator was triggered from both the body and the animator script. Removed it from the animator as removing it from the body made me unable to shoot, likely because the animator has to call methods on the body class. Did not fix the eternally frustrating revolver bug, but it seems to take longer to trigger now??? --- .../Augment/AugmentImplementations/RevolverAnimator.cs | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/Assets/Scripts/Augment/AugmentImplementations/RevolverAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/RevolverAnimator.cs index daa967fed..121402dc9 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/RevolverAnimator.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/RevolverAnimator.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using System.Linq; using UnityEngine; @@ -12,7 +10,7 @@ public class RevolverAnimator : AugmentAnimator private GunBarrel barrel; private GunExtension extension; - public override void OnFire(GunStats stats){} + public override void OnFire(GunStats stats) { } public override void OnInitialize(GunStats stats) { @@ -36,7 +34,5 @@ public override void OnReload(GunStats stats) if (extension) extension.transform.SetParent(attachmentSite, true); - - animator.SetTrigger("Reload"); } } From 3c92dfc48f5932e529115d9fe4b68f7b7d43bbb1 Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Tue, 26 Aug 2025 22:05:52 +0200 Subject: [PATCH 4/4] =?UTF-8?q?Remove=20superfluous=20log=20statement=20?= =?UTF-8?q?=F0=9F=98=94?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scripts/UI/MainMenu/MainMenuController.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/Assets/Scripts/UI/MainMenu/MainMenuController.cs b/Assets/Scripts/UI/MainMenu/MainMenuController.cs index c742fcfa4..7c498ddb3 100644 --- a/Assets/Scripts/UI/MainMenu/MainMenuController.cs +++ b/Assets/Scripts/UI/MainMenu/MainMenuController.cs @@ -94,7 +94,6 @@ private void Awake() private void Start() { aiButtonOriginalPosition = aIButton.transform.localPosition; - Debug.Log(aiButtonOriginalPosition); PlayerInputManagerController.Singleton.MatchHasAI = false; audioSource = GetComponent(); versionText.text = $"Early Access {Application.version}";