public override bool Predicate(WeaponBase weaponBase) { if (_weaponFist == null) { _weaponFist = weaponBase as WeaponFist; } if (_weaponFist == null) { return(false); } if (weaponBase.IsPrimaryPressed && _weaponFist.HitTimerCurrent <= .2f) { return(true); } return(false); }
public void WeaponModuleFistHit() { if (CurrentWeapon == null) { return; } WeaponFist weaponFist = CurrentWeapon as WeaponFist; if (weaponFist == null) { return; } weaponFist.WeaponFistMono.ActivateCollider(); //ВЫЗОВ ПОСЛЕ БРЕЙКА, БРЕЙК ПРИ СМЕНЕ СОСТОЯНИЙ!!!!!!!!!!!!!!! Debug.Log("Actual FIST!"); }
public override IWeapon createWeapon(ENUM_Weapon emWeapon) { IWeapon weapon = null; switch (emWeapon) { case ENUM_Weapon.Fist: weapon = new WeaponFist(); weapon.setWeaponAttr(new WeaponAttr(50, 10, ENUM_Weapon.Fist)); return(weapon); case ENUM_Weapon.AK: weapon = new WeaponAK(); weapon.setWeaponAttr(new WeaponAttr(500, 50, ENUM_Weapon.AK)); break; default: return(null); } weapon.setGameObject(FactoryManager.getAssetFactory().loadWeapon(weapon.getAssetName())); weapon.setupEffect(); return(weapon); }