Ejemplo n.º 1
0
 Node.NodeState Reload()
 {
     Gun.Assembly.GunAssemblyState state = gun.CheckGun();
     if (state == Gun.Assembly.GunAssemblyState.MAGAZINE_EMPTY)
     {
         Debug.Log(name + " Start Reload");
         gun.ReloadGun();
         return(Node.NodeState.RUNNING);
     }
     else if (state == Gun.Assembly.GunAssemblyState.RELOADING)
     {
         Debug.Log(name + " Reloading");
         return(Node.NodeState.RUNNING);
     }
     else if (state == Gun.Assembly.GunAssemblyState.OK)
     {
         Debug.Log(name + " Reload => SUCCESS");
         return(Node.NodeState.SUCCESS);
     }
     else
     {
         Debug.Log(name + " Reload => FAILED with " + state);
         return(Node.NodeState.FAILED);
     }
 }
Ejemplo n.º 2
0
 bool ShouldReload()
 {
     Gun.Assembly.GunAssemblyState state = gun.CheckGun();
     if (state == Gun.Assembly.GunAssemblyState.MAGAZINE_EMPTY)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Ejemplo n.º 3
0
 bool IsMagazineNotEmpty()
 {
     Gun.Assembly.GunAssemblyState state = gun.CheckGun();
     if (state == Gun.Assembly.GunAssemblyState.MAGAZINE_EMPTY)
     {
         //Debug.Log(name + " Magazine empty");
         _isFiring = false;
         gun.StopFire();
         return(false);
     }
     else
     {
         //Debug.Log(name + " Magazine not empty");
         return(true);
     }
 }