public void ActivateNewReload(WeaponItemRanged rangedWeapon, float targetReloadSpeed)
 {
     hasActiveReload = true;
     parentProgressBar.SetActive(true);
     reloadSpeed        = targetReloadSpeed;
     currentProgress    = 0;
     reloadDuration     = rangedWeapon.animReloadLengthSeconds;
     reloadTickIncrease = reloadTickRate;
     aimCursorManager.DisableAimCursor();
     StartCoroutine("TickReload");
 }
Example #2
0
        private static void OpenInterface()
        {
            window = GetWindow <IND_WeaponEditorTool>();
            window.meleeItems.Clear();
            window.riflesAndRepeaters.Clear();


            WeaponItem[] allWeapons = GetAllInstances <WeaponItem>();
            foreach (WeaponItem item in allWeapons)
            {
                if (item.weaponType == WeaponType.MELEE)
                {
                    window.meleeItems.Add(item);
                }

                if (item.weaponType == WeaponType.RANGED)
                {
                    WeaponItemRanged rangedWeapon = item as WeaponItemRanged;
                    if (rangedWeapon.ammoType == WeaponRangedAmmoType.RIFLE_AMMO)
                    {
                        window.riflesAndRepeaters.Add(rangedWeapon);
                    }


                    if (rangedWeapon.ammoType == WeaponRangedAmmoType.PISTOL_AMMO)
                    {
                        window.pistolsAndRevolvers.Add(rangedWeapon);
                    }


                    if (rangedWeapon.ammoType == WeaponRangedAmmoType.SHOTGUN_SHELLS)
                    {
                        window.shotguns.Add(rangedWeapon);
                    }

                    if (rangedWeapon.ammoType == WeaponRangedAmmoType.ARROWS)
                    {
                        window.bows.Add(rangedWeapon);
                    }
                }
            }

            window.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 800);
        }