protected ApLegWeaponBase(string name, double burstSeconds, string recognizedName, WeaponAL weaponType) // recognized name is for test purpose { _recognizedName = recognizedName; WeaponType = weaponType; ShotsPerBurst = ShotsPerSecond * burstSeconds; Name = name; }
internal static string GetWeaponName(this WeaponAL weapon) { var type = typeof(WeaponAL); var memInfo = type.GetMember(weapon.ToString()); if (memInfo[0].GetCustomAttributes(typeof(WeaponNameAttribute), false).FirstOrDefault() is WeaponNameAttribute attribute) { return(attribute.Name); } return(""); }
public void Add(int _itemid, GameObject _item) { WeaponInfo info = (WeaponInfo)AllObjectInfos.instance.GetObject(_itemid); PosOfBody pos = WeaponAL.GetPosOfBody(info.PosOfBody); if (WeaponAL.GetWeaponType(info.Type) == ObjectType.Weapon) { if (pos == PosOfBody.Armor && ArmorSlot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 ArmorSlot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } if (pos == PosOfBody.Der && Der1Slot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 Der1Slot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } if (pos == PosOfBody.Der && Der2Slot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 ArmorSlot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } if (pos == PosOfBody.Head && HeadSlot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 HeadSlot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } if (pos == PosOfBody.OneHandL && WeaponSlot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 WeaponSlot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } if (pos == PosOfBody.OneHandR && WeaponSlot.GetComponent <EquipSlot>().ItemID != -1) { // 添加物体 WeaponSlot.GetComponent <EquipSlot>().Add(_itemid, _item); return; } } }
public static bool HasFlagFast(this WeaponAL value, WeaponAL flag) { return((value & flag) != 0); }
protected override void Start() { //Debug.Log(ID); base.Start(); type = WeaponAL.GetWeaponType(AllObjectInfos.instance.GetObject(ID).Type); }
public NonAdjustableWeapon(string name, double burstSeconds, string recognizedName, WeaponAL type) : base(name, burstSeconds, recognizedName, type) { AdjustmentCoefficient = 0; }
public RegularAdjustmentWeapon(string name, double burstSeconds, string recognizedName, WeaponAL type) : base(name, burstSeconds, recognizedName, type) { if (Name == String.Empty) { Name = "Default"; } }
protected UniqueLogicWeapon(string name, double burstSeconds, string recognizedName, WeaponAL type) : base(name, burstSeconds, recognizedName, type) { }