public static MouseWheelStates getMouseWheelState() { MouseWheelStates state = MouseWheelStates.Unchanged; if (mouseWheelValue > oldMouseWheelValue) { state = MouseWheelStates.Up; } if (mouseWheelValue < oldMouseWheelValue) { state = MouseWheelStates.Down; } return(state); }
private void changeWeapon(MouseWheelStates state) { if (weapons.Where(i => i != null).Count() > 1) { if (state == MouseWheelStates.Up) { int nextWeaponIndex = (Array.IndexOf(weapons, getWeapon().Owner) + 1); if (nextWeaponIndex != -1 && weapons[nextWeaponIndex] != null) { arm(weapons[nextWeaponIndex]); } } if (state == MouseWheelStates.Down) { int previousWeaponIndex = (Array.IndexOf(weapons, getWeapon().Owner) - 1); if (previousWeaponIndex != -1 && weapons[previousWeaponIndex] != null) { arm(weapons[previousWeaponIndex]); } } } }