public void CycleWeapon(int index) { UpdateList(); if(index >= weaponArray.Length) { return; } weaponIndex = index; selectedWeapon = weaponArray[index]; selectedWeaponString = GetWeaponName(selectedWeapon); hasSingleFired = true; triggerTimer = 0; //bomb stuff if(selectedWeapon != null && selectedWeapon.GetWeaponClass() == WeaponClasses.Bomb) { bombPart = selectedWeapon.GetPart(); } else { bombPart = null; } //gun/turret stuff ToggleTurret(); if(vessel.isActiveVessel && !guardMode) { audioSource.PlayOneShot(clickSound); } }
public void CycleWeapon(bool forward) { UpdateList(); if(forward) weaponIndex++; else weaponIndex--; weaponIndex = (int)Mathf.Repeat(weaponIndex, weaponArray.Length); selectedWeapon = weaponArray[weaponIndex]; selectedWeaponString = GetWeaponName(selectedWeapon); hasSingleFired = true; triggerTimer = 0; if(BDArmorySettings.GAME_UI_ENABLED && vessel == FlightGlobals.ActiveVessel) { ScreenMessages.RemoveMessage(selectionMessage); selectionText = "Selected Weapon: " + selectedWeaponString; selectionMessage.message = selectionText; ScreenMessages.PostScreenMessage(selectionMessage, true); } //bomb stuff if(selectedWeapon != null && selectedWeapon.GetWeaponClass() == WeaponClasses.Bomb) { bombPart = selectedWeapon.GetPart(); } else { bombPart = null; } //gun/turret stuff ToggleTurret(); if(vessel.isActiveVessel && !guardMode) { audioSource.PlayOneShot(clickSound); } }