Example #1
0
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
            {
                return;
            }

            // Setup target
            target.WeaponType       = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType        = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound  = weapon.GetEquipSound();
            target.SwingWeaponSound = weapon.GetSwingSound();

            // Adjust attributes by weapon type
            if (target.WeaponType == WeaponTypes.Bow)
            {
                target.Reach    = 50f;
                target.Cooldown = 1.0f;
            }
            else
            {
                target.Reach    = 2.5f;
                target.Cooldown = 0.0f;
            }

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }
Example #2
0
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
            {
                return;
            }

            // Setup target
            target.WeaponType       = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType        = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound  = weapon.GetEquipSound();
            target.SwingWeaponSound = weapon.GetSwingSound();
        }