Example #1
0
    public static List <string> BuildWeaponPreloadAssets(int proto, int gender, int weaponID, int weaponItemID = -1, int offWeaponID = -1, int offWeaponItemID = -1, List <string> assets = null, bool player = false)
    {
        if (assets == null)
        {
            assets = new List <string>();
        }

        assets.Add(Creature.GetAnimatorName(weaponID, gender));    // Animator

        var w = WeaponInfo.GetWeapon(weaponID, weaponItemID);      // Main-hand weapon models

        w.GetAllAssets(assets);

        assets.Add(WeaponInfo.GetVictoryAnimation(weaponID, gender));

        if (offWeaponID > -1)
        {
            w = WeaponInfo.GetWeapon(offWeaponID, offWeaponItemID);   // Off-hand weapon models
            w.GetAllAssets(assets);
        }

        // Collect all weapon assets
        StateMachineInfo.GetAllAssets(weaponID, offWeaponID, assets, proto, gender, weaponItemID, offWeaponItemID, player);

        return(assets);
    }
Example #2
0
    public static List <string> BuildWeaponSimplePreloadAssets(int proto, int gender, int weaponID, int weaponItemID, List <string> assets = null)
    {
        if (assets == null)
        {
            assets = new List <string>();
        }

        assets.Add(Creature.GetAnimatorNameSimple(weaponID, gender)); // Animator

        var w = WeaponInfo.GetWeapon(weaponID, weaponItemID);         // Main-hand weapon models

        w.GetAllAssets(assets);

        // Simple statemachine
        StateMachineInfo.GetAllAssets(weaponID, -1, assets, proto, gender, weaponItemID, -1, false, true);

        return(assets);
    }
Example #3
0
 private void LoadStateMachineEffect(List <string> assets, int weaponId, int weaponItemID, int proto, int gender)
 {
     StateMachineInfo.GetAllAssets(weaponId, -1, assets, proto, gender, weaponItemID);
 }