Example #1
0
    public override void StateChanged(State value)
    {
        if (!this.gameObject.activeInHierarchy)
        {
            return;
        }
        if (!this.gameObject.activeSelf)
        {
            return;
        }
        // If we are reloading hide the gun
        _ModelTransform.gameObject.SetActive(!(value is Reloading));

        if (value is Firing)
        {
            // Tell the Weapon Fire View Component to start firing
            FPSWeaponFire.Fire();
        }
        else
        {
            // Tell the Weapon Fire View Component to stop firing
            FPSWeaponFire.StopFiring();
        }
    }
Example #2
0
    public override void StateChanged(State value)
    {
        if (!this.gameObject.activeInHierarchy)
        {
            return;
        }
        if (!this.gameObject.activeSelf)
        {
            return;
        }
        // If we are reloading hide the gun
        //_ModelTransform.gameObject.SetActive(!(value is Reloading));
        if (value is Reloading)
        {
            if (FPSWeapon.CollectionMag > 0)
            {
                AudioSource.PlayClipAtPoint(ReloadSound, this.transform.position);
                for (int i = 0; i < oo.Magazine.Count; i++)
                {
                    if (oo.Magazine[i].MagazineType.ToString() == FPSWeapon.WeaponType.ToString())
                    {
                        //Debug.Log("dsadasdsadasdsadad");
                        FPSWeapon.Ammo      = oo.Magazine[i].Amount;
                        FPSWeapon.RoundSize = oo.Magazine[i].RoundSize;
                        oo.CollectedMag--;
                        FPSWeapon.CollectionMag--;
                        oo.Magazine.Remove(oo.Magazine[i]);
                        break;
                    }
                }
            }
            //if(FPSplayer._MagazineList.Count > 0 && FPSplayer._BindMagazine)
            //{
            //    FPSWeapon.Ammo = FPSplayer._MagazineList[0]._Amount;


            //}
            //if(FPSWeapon.CollectionMag > 0 )
            //{
            //    Debug.Log("dsadasdsadasdsadad");
            //    FPSWeapon.Ammo = FPSWeapon.RoundSize;
            //    //FPSWeapon.Magazine[0].Amount;
            //    FPSWeapon.CollectionMag--;
            //}
            Invoke("FinishedReload", FPSWeapon.ReloadTime);
            //FPSWeapon.Magazine.RemoveAt(0);
        }

        if (value is Firing)
        {
            //MuzzleFX.gameObject.SetActive(true);
            // Tell the Weapon Fire View Component to start firing
            FPSWeaponFire.Fire();
        }
        else
        {
            //MuzzleFX.gameObject.SetActive(false);
            // Tell the Weapon Fire View Component to stop firing
            FPSWeaponFire.StopFiring();
        }
    }