public void StopShaftShotSoundEffects(NodeRemoveEvent evt, ActiveTankNode tank, [JoinByTank] ReadyShaftShotSoundEffectNode weapon) { weapon.shaftAimingShotSoundEffect.Stop(); weapon.shaftQuickShotSoundEffect.Stop(); this.StopCooldownSounds(weapon); }
public void PlayShaftStartCooldownEffect(ShaftShotAnimationCooldownStartEvent evt, ReadyShaftShotSoundEffectNode weapon) { weapon.shaftClosingCooldownSoundEffect.Stop(); weapon.shaftStartCooldownSoundEffect.Play(); weapon.shaftRollCooldownSoundEffect.Play(); }
private void StopCooldownSounds(ReadyShaftShotSoundEffectNode weapon) { weapon.shaftStartCooldownSoundEffect.Stop(); weapon.shaftClosingCooldownSoundEffect.Stop(); weapon.shaftRollCooldownSoundEffect.Stop(); }
public void PlayShaftQuickShotEffect(BaseShotEvent evt, ReadyShaftShotSoundEffectNode weapon, [JoinByTank] SingleNode <ShaftIdleStateComponent> state, [JoinByTank] ActiveTankNode tank) { this.StopCooldownSounds(weapon); weapon.shaftAimingShotSoundEffect.Stop(); weapon.shaftQuickShotSoundEffect.Play(); }