internal void ForceReload(ReloadTier tier) { this._needsToStartReload = false; this._autoReloadPerfect = false; this.currentReloadTier = tier; SoundModule.PlayLoad(this.secondarySlot.gameObject, tier); this.isReloading = false; this.skillSlot.stock = Mathf.Max(this.skillSlot.stock, Mathf.Min(this.skillSlot.stock + this.def.stockToReload, this.def.actualMaxStock)); this.body.ForceStopReload(); this.UpdateCrosshair(); }
public override void OnEnter() { base.OnEnter(); this.duration = baseDuration / this.attackSpeedStat; base.PlayAnimation("Gesture, Additive", "Reload", "rateReload", this.duration); SoundModule.PlayLoad(base.gameObject, this.reloadTier); this.gunTransform = base.FindModelChild("RailgunBone"); this.gunTransform.SetParent(base.FindModelChild("LeftWeapon"), true); }
public override void OnEnter() { base.OnEnter(); this.duration = baseDuration / this.attackSpeedStat; base.PlayAnimation("Gesture, Additive", "Reload", "rateReload", this.duration); SoundModule.PlayLoad(base.gameObject, this.reloadTier); this.gunTransform = base.FindModelChild("RailgunBone"); this.gunTransform.SetParent(base.FindModelChild("LeftWeapon"), true); if (!this.characterMotor.isGrounded) { this.characterMotor.ApplyForce(Vector3.up * upBoostForce); } }