Ejemplo n.º 1
0
        public void CycleWeapon(int index)
        {
            UpdateList();
            if(index >= weaponArray.Length)
            {
                return;
            }
            weaponIndex = index;
            selectedWeapon = weaponArray[index];
            selectedWeaponString = GetWeaponName(selectedWeapon);

            hasSingleFired = true;
            triggerTimer = 0;

            //bomb stuff
            if(selectedWeapon != null && selectedWeapon.GetWeaponClass() == WeaponClasses.Bomb)
            {
                bombPart = selectedWeapon.GetPart();
            }
            else
            {
                bombPart = null;
            }

            //gun/turret stuff
            ToggleTurret();

            if(vessel.isActiveVessel && !guardMode)
            {
                audioSource.PlayOneShot(clickSound);
            }
        }
Ejemplo n.º 2
0
        public void CycleWeapon(bool forward)
        {
            UpdateList();
            if(forward) weaponIndex++;
            else weaponIndex--;
            weaponIndex = (int)Mathf.Repeat(weaponIndex, weaponArray.Length);

            selectedWeapon = weaponArray[weaponIndex];
            selectedWeaponString = GetWeaponName(selectedWeapon);

            hasSingleFired = true;
            triggerTimer = 0;

            if(BDArmorySettings.GAME_UI_ENABLED && vessel == FlightGlobals.ActiveVessel)
            {
                ScreenMessages.RemoveMessage(selectionMessage);
                selectionText = "Selected Weapon: " + selectedWeaponString;
                selectionMessage.message = selectionText;
                ScreenMessages.PostScreenMessage(selectionMessage, true);
            }

            //bomb stuff
            if(selectedWeapon != null && selectedWeapon.GetWeaponClass() == WeaponClasses.Bomb)
            {
                bombPart = selectedWeapon.GetPart();
            }
            else
            {
                bombPart = null;
            }

            //gun/turret stuff
            ToggleTurret();

            if(vessel.isActiveVessel && !guardMode)
            {
                audioSource.PlayOneShot(clickSound);
            }
        }