public DefaultFireLogic( NewWeaponConfigItem newWeaponConfig, DefaultFireLogicConfig config, IWeaponLogicComponentsFactory componentsFactory, IAttachmentManager attachmentManager, IWeaponSoundLogic soundLogic, IWeaponEffectLogic effectLogic, IBulletFireInfoProviderDispatcher bulletFireInfoProviderDispatcher) : base(config) { _attachmentManager = attachmentManager; _accuracyLogic = componentsFactory.CreateAccuracyLogic(config.AccuracyLogic, config.Basic); _spreadLogic = componentsFactory.CreateSpreadLogic(config.SpreadLogic, config.Basic); _autoFireLogic = componentsFactory.CreateAutoFireLogic(config.FireModeLogic, config.Basic); _bulletLogic = componentsFactory.CreateBulletLogic(config.Basic); _soundLogic = soundLogic; _weaponEffectLogic = effectLogic; _bulletFireInfoProvider = bulletFireInfoProviderDispatcher; _bulletFactory = componentsFactory.CreateBulletFactory(config.Bullet, config.Basic); _kickbackLogic = componentsFactory.CreateKickbackLogic(config.KickbackLogic, config.Basic); _fireBulletModeLogic = componentsFactory.CreateFireReadyLogic(config.FireModeLogic, config.Basic); _fireBulletCounter = componentsFactory.CreateContinuesShootLogic(config.FireCounter, config.Basic); _fireActionLogic = componentsFactory.CreateFireActionLogic(newWeaponConfig, config.Basic, _soundLogic); AddLogic(_accuracyLogic); AddLogic(_spreadLogic); AddLogic(_kickbackLogic); AddLogic(_autoFireLogic); AddLogic(_fireBulletModeLogic); AddLogic(_fireActionLogic); AddLogic(_fireBulletCounter); }
public void ApplyAttachment(IKickbackLogic logic) { var fixedlogic = logic as FixedKickbackLogic; if (null != fixedlogic) { ApplyAttachment(fixedlogic); return; } var rifleLogic = logic as RifleKickbackLogic; if (null != rifleLogic) { ApplyAttachment(rifleLogic); return; } }