public override void HandleComponentState(ComponentState curState, ComponentState nextState) { base.HandleComponentState(curState, nextState); if (!(curState is RangedWeaponComponentState rangedState)) { return; } FireRateSelector = rangedState.FireRateSelector; }
public void ChangeFireSelector(FireRateSelector rateSelector) { if ((rateSelector & AllRateSelectors) != 0) { _fireRateSelector = rateSelector; return; } throw new InvalidOperationException(); }
public RevolverBarrelComponentState( int currentSlot, FireRateSelector fireRateSelector, bool?[] bullets, string?soundGunshot) { CurrentSlot = currentSlot; FireRateSelector = fireRateSelector; Bullets = bullets; SoundGunshot = soundGunshot; }
public RevolverBarrelComponentState( int currentSlot, FireRateSelector fireRateSelector, bool?[] bullets, string?soundGunshot) : base(ContentNetIDs.REVOLVER_BARREL) { CurrentSlot = currentSlot; FireRateSelector = fireRateSelector; Bullets = bullets; SoundGunshot = soundGunshot; }
public RangedWeaponComponentState( FireRateSelector fireRateSelector ) : base(ContentNetIDs.RANGED_WEAPON) { FireRateSelector = fireRateSelector; }
public RangedWeaponComponentState( FireRateSelector fireRateSelector ) { FireRateSelector = fireRateSelector; }