public virtual void SetEquipedWeaponType(EquipedWeaponType weaponType) { mEquipedWeaponType = weaponType; mMeleeWeaponModel.SetActive(false); mRangedWeaponModel.SetActive(false); switch(mEquipedWeaponType) { case EquipedWeaponType.Melee: mMeleeWeaponModel.SetActive(true); break; case EquipedWeaponType.Ranged: mRangedWeaponModel.SetActive(GlobalData.NumAmmo > 0); break; } Signal.Dispatch(SignalType.WeaponChanged); }
public virtual void SetEquipedWeaponType(EquipedWeaponType weaponType) { mEquipedWeaponType = weaponType; mMeleeWeaponModel.SetActive(false); mRangedWeaponModel.SetActive(false); switch (mEquipedWeaponType) { case EquipedWeaponType.Melee: mMeleeWeaponModel.SetActive(true); break; case EquipedWeaponType.Ranged: mRangedWeaponModel.SetActive(GlobalData.NumAmmo > 0); break; } Signal.Dispatch(SignalType.WeaponChanged); }
public virtual void SetEquipedWeaponType(EquipedWeaponType weaponType) { mEquipedWeaponType = weaponType; mMeleeWeaponModel.SetActive(false); mRangedWeaponModel.SetActive(false); switch (mEquipedWeaponType) { case EquipedWeaponType.Melee: mSwingMidwayCallback = OnMeleeSwingMidway; mSwingCompleteCallback = null; mMeleeWeaponModel.SetActive(true); break; case EquipedWeaponType.Ranged: mSwingMidwayCallback = OnRangedSwingMidWay; mSwingCompleteCallback = OnRangedSwingComplete; mRangedWeaponModel.SetActive(true); break; } }