Exemple #1
0
    //Weapon reloading speed decided by reloading speed.
    private IEnumerator WaitReloading()
    {
        if (OnReload != null)
        {
            OnReload();
        }
        LoadSound(998, m_tGunPos);
        yield return(new WaitForSeconds(CurrentWeaponInfo.ReloadSpeed));

        CurBehaviors.Reload();
        if (OnReloadEnd != null)
        {
            OnReloadEnd();
        }
        m_bReloading = false;
        yield break;
    }
Exemple #2
0
    //Weapon's cooling after shooting, it's time decide by shooting rate
    private IEnumerator WaitCooling()
    {
        CurEffect.SetActive(true);
        LoadSound(_CurrentWeapon * 10 + 2, m_tGunPos);
        yield return(new WaitForSeconds(0.2f));

        CurBehaviors.Shot(m_tGunPos, m_fSpreadIncrease, m_player);
        if (OnFire != null)
        {
            OnFire();
        }
        yield return(new WaitForSeconds(CurrentWeaponInfo.FireRate));

        m_bShooting        = true;
        m_fSpreadIncrease += CurrentWeaponInfo.Spread_Increase_per_shot;

        yield break;
    }