void UpdateWeaponUiGameObjects(EEquipType _eType) { Sprite _equippedIcon = uiTargetHandler.MyEquippedWeaponIcon; Sprite _unequippedIcon = uiTargetHandler.MyUnequippedWeaponIcon; if (_eType == EEquipType.Primary) { PrimaryWeaponGameObject.transform.SetSiblingIndex(1); SecondaryWeaponGameObject.transform.SetSiblingIndex(0); PrimaryWeaponGameObject.transform.localScale = EquippedScale; SecondaryWeaponGameObject.transform.localScale = UnequippedScale; if (_equippedIcon && _unequippedIcon) { PrimaryWeaponUIImage.sprite = _equippedIcon; PrimaryWeaponUIImage.color = EquippedColor; SecondaryWeaponUIImage.sprite = _unequippedIcon; SecondaryWeaponUIImage.color = UnequippedColor; } } else { PrimaryWeaponGameObject.transform.SetSiblingIndex(0); SecondaryWeaponGameObject.transform.SetSiblingIndex(1); PrimaryWeaponGameObject.transform.localScale = UnequippedScale; SecondaryWeaponGameObject.transform.localScale = EquippedScale; if (_equippedIcon && _unequippedIcon) { SecondaryWeaponUIImage.sprite = _equippedIcon; SecondaryWeaponUIImage.color = EquippedColor; PrimaryWeaponUIImage.sprite = _unequippedIcon; PrimaryWeaponUIImage.color = UnequippedColor; } } }
public virtual void CallOnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped) { //If MyEquippedWeaponType Hasn't Been Set, Do Not Update MyUnequippedWeaponType if (MyEquippedWeaponType != EWeaponType.NoWeaponType) { MyUnequippedWeaponType = MyEquippedWeaponType; } MyEquippedWeaponType = _weaponType; if (globalStatHandler && globalStatHandler.WeaponStatDictionary.ContainsKey(MyEquippedWeaponType) && globalStatHandler.WeaponStatDictionary.ContainsKey(MyUnequippedWeaponType)) { MyEquippedWeaponIcon = globalStatHandler.WeaponStatDictionary [MyEquippedWeaponType].WeaponIcon; if (MyUnequippedWeaponType != EWeaponType.NoWeaponType) { MyUnequippedWeaponIcon = globalStatHandler.WeaponStatDictionary [MyUnequippedWeaponType].WeaponIcon; } } if (OnWeaponChanged != null) { OnWeaponChanged(_eType, _weaponType, _wUsage, _equipped); } }
private uint _getEquipIndex(EEquipType a_equipType) { uint id = (uint)a_equipType; uint index = id - 1; return(index); }
void OnWeaponTypeChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped) { if (_equipped) { SetEquippedItem(GetTPSItemFromWeaponType(_weaponType)); } }
void OnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped) { if (_equipped) { UpdateWeaponUiGameObjects(_eType); } }
public bool SerializeFrom(UnityUtility.CStream msgStream) { m_equipID = msgStream.ReadUInt(); m_equipType = (EEquipType)msgStream.ReadUInt(); m_equipTPID = msgStream.ReadUInt(); m_equipLevel = msgStream.ReadUInt(); m_equipAddLevel = msgStream.ReadUInt(); m_equipQuality = (EQualityID)msgStream.ReadUInt(); m_leftSeconds = msgStream.ReadULong(); m_equipStatus = (EEquipStatus)msgStream.ReadUInt(); m_battleAttr.SerializeFrom(msgStream); m_attachAttr.SerializeFrom(msgStream); //m_attachBattleAttr.SerializeFrom(msgStream); m_attachAttr.getTotalAttach(ref m_attachBattleAttr); m_addBattleAttr.SerializeFrom(msgStream); m_gemSlotCount = msgStream.ReadUInt(); m_gemsCount = msgStream.ReadUInt(); for (int j = 0; j < m_gemsCount; ++j) { CGem equipGem = new CGem(); equipGem.SerializeFrom(msgStream); m_gemsList.Add(equipGem); } m_combat = msgStream.ReadUInt(); return(true); }
public virtual void CallOnEquipTypeChanged(EEquipType _eType) { MyEquippedType = _eType; if (OnEquipTypeChanged != null) { OnEquipTypeChanged(_eType); } }
void HandleEquipTypeChanged(EEquipType _eType) { myCharacterStats.EquippedWeapon = _eType; var _weapon = myCharacterStats.EquippedWeapon == EEquipType.Primary ? myCharacterStats.PrimaryWeapon : myCharacterStats.SecondaryWeapon; var _wUsage = GetWeaponStatsFromWeaponType(_weapon).WeaponUsage; eventHandler.CallOnWeaponChanged(myCharacterStats.EquippedWeapon, _weapon, _wUsage, true); }
public UInt32 getEquipID(EEquipType a_equipType) { uint index = _getEquipIndex(a_equipType); if (!_isEquipIndex(index)) { return(0); } return(m_equipID[index]); }
public bool setEquipID(EEquipType a_equipType, UInt32 a_equipID) { uint index = _getEquipIndex(a_equipType); if (!_isEquipIndex(index)) { return(false); } m_equipID[index] = a_equipID; return(true); }
protected virtual void OnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped) { if (IsInvoking("UpdateBattleBehavior")) { bool _commandAttackRestart = myEventHandler.bIsCommandAttacking ? true : false; AllyMember _currentTargetRestart = currentTargettedEnemy; myEventHandler.CallEventFinishedMoving(); myEventHandler.CallEventStopTargettingEnemy(); StartCoroutine(OnWeaponChangedDelay(_commandAttackRestart, _currentTargetRestart)); } }
/// <summary> /// No Event Yet, But considering using this as a handler when /// picking up ammo. Used to Update Unequipped Ammo When Weapon Switch /// Hasn't Yet Occurred. /// </summary> void OnUnequippedAmmoChanged() { int _loaded = 0; int _unloaded = 0; EEquipType _unequippedEType = myEventHandler.MyEquippedType == EEquipType.Primary ? EEquipType.Secondary : EEquipType.Primary; GetAmmoCountForEquipType(out _loaded, out _unloaded); myEventHandler.UpdateWeaponAmmoCount(EEquipType.Secondary, _loaded, _unloaded); }
/// <summary> /// Used Primarily to update unequipped ammo count, called /// from allyStatsController. /// </summary> /// <param name="_eType"></param> /// <param name="_loaded"></param> /// <param name="_unloaded"></param> public void UpdateWeaponAmmoCount(EEquipType _eType, int _loaded, int _unloaded) { if (_eType == EEquipType.Primary) { PrimaryLoadedAmmoAmount = _loaded; PrimaryUnloadedAmmoAmount = _unloaded; } else { SecondaryLoadedAmmoAmount = _loaded; SecondaryUnloadedAmmoAmount = _unloaded; } CallOnAmmoChanged(_loaded, _unloaded); }
void HandleWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped) { switch (_eType) { case EEquipType.Primary: if (_weaponType != myCharacterStats.PrimaryWeapon) { myCharacterStats.PrimaryWeapon = _weaponType; } break; case EEquipType.Secondary: if (_weaponType != myCharacterStats.SecondaryWeapon) { myCharacterStats.SecondaryWeapon = _weaponType; } break; default: break; } }
public UInt32 getEquipLevel(EEquipType a_equipType) { return(m_equipLevel[(int)a_equipType]); }
public UInt32 getEquipTPID(EEquipType a_equipType) { return(m_equipTPID[(int)a_equipType]); }