protected override void Update(WeaponBaseAgent heldBaseAgent, WeaponSideCmd cmd) { var config = heldBaseAgent.FixedSpreadLogicCfg; var runTimeComponent = heldBaseAgent.RunTimeComponent; FireSpreadFormula.ApplyFixedFinalSpread(config.Value, config.SpreadScale, runTimeComponent); }
public void OnAfterFire(WeaponBaseAgent weaponBaseAgent, WeaponSideCmd cmd) { var weaponController = weaponBaseAgent.Owner.WeaponController(); AddFireEvent(weaponController); // AddPullBoltEvent(controller); AddLocalEffect(weaponController); }
public void OnAfterFire(WeaponAttackProxy attackProxy, WeaponSideCmd cmd) { if (DefaultCfg == null) { return; } var bones = attackProxy.Owner.RelatedBones; CreateFireRelatedEffect(attackProxy, bones); CreateBulletEffect(attackProxy, bones); }
public void OnIdle(WeaponBaseAgent agent, WeaponSideCmd cmd) { Update(agent, cmd); }
public void OnBeforeFire(WeaponBaseAgent agent, WeaponSideCmd cmd) { Update(agent, cmd); }
protected abstract void Update(WeaponBaseAgent agent, WeaponSideCmd cmd);
protected override void Update(WeaponAttackProxy attackProxy, WeaponSideCmd cmd) { var config = attackProxy.WeaponConfigAssy.S_FixedSpreadLogicCfg; FireSpreadFormula.ApplyFixedFinalSpread(config.Value, config.SpreadScale, attackProxy.RuntimeComponent); }
protected abstract void Update(WeaponAttackProxy attackProxy, WeaponSideCmd cmd);
public void OnIdle(WeaponAttackProxy attackProxy, WeaponSideCmd cmd) { Update(attackProxy, cmd); }
public void OnBeforeFire(WeaponAttackProxy attackProxy, WeaponSideCmd cmd) { Update(attackProxy, cmd); }
public bool IsCanFire(PlayerWeaponController controller, WeaponSideCmd cmd) { return(controller.RelatedCameraSNew.CanFire); }