public override void Rebuild (WeaponCallBack callBack, Item weaponItem) { this.WeaponItem = weaponItem; _collider = GetComponent<BoxCollider>(); _collider.enabled = false; }
public override void Rebuild(WeaponCallBack callBack) { Receiver = GetComponent<GunReceiver>(); Barrel = GetComponent<GunBarrel>(); Stock = GetComponent<GunStock>(); _isCooledDown = true; OnSuccessfulShot = callBack; }
public override void Rebuild(WeaponCallBack callBack, Item weaponItem) { this.WeaponItem = weaponItem; _collider = GetComponent <BoxCollider>(); _collider.enabled = false; if (weaponItem != null) { this.WeaponItem = weaponItem; SharpDamage = (float)weaponItem.GetAttributeByName("Sharp Damage").Value; BluntDamage = (float)weaponItem.GetAttributeByName("Blunt Damage").Value; Bleeding = (float)weaponItem.GetAttributeByName("_Bleeding").Value; } }
public virtual void Rebuild(WeaponCallBack callBack, Item weaponItem) { }
public override void Rebuild(WeaponCallBack callBack, Item weaponItem) { Receiver = GetComponent <GunReceiver>(); Barrel = GetComponent <GunBarrel>(); Stock = GetComponent <GunStock>(); Magazine = GetComponent <GunMagazine>(); this.WeaponItem = weaponItem; _isCooledDown = true; _onSuccessfulShot = callBack; _sparks = MuzzleFlash.Find("Sparks").GetComponent <ParticleSystem>(); _flame = MuzzleFlash.GetComponent <ParticleSystem>(); _bulletOrigin = MuzzleFlash.Find("BulletOrigin").gameObject; //_bulletTrail.ParentWeapon = this; _light = MuzzleFlash.Find("Light").GetComponent <Light>(); _foreGripPos = this.ForeGrip.localPosition; _isEquipped = true; float _npcRecoilReduction = 1; if (Attacker.MyAI.ControlType == AIControlType.NPC) { _npcRecoilReduction = 0f; Barrel.Accuracy = 1; } else { Barrel.Accuracy = (float)weaponItem.GetAttributeByName("Accuracy").Value; } Barrel.Impact = (float)weaponItem.GetAttributeByName("Impact").Value; Barrel.MuzzleVelocity = (float)weaponItem.GetAttributeByName("_Muzzle Velocity").Value; Barrel.Range = (float)weaponItem.GetAttributeByName("Range").Value; Barrel.Handling = (float)weaponItem.GetAttributeByName("Handling").Value; Magazine.MaxCapacity = (int)weaponItem.GetAttributeByName("Magazine Size").Value; Receiver.Recoil = (float)weaponItem.GetAttributeByName("Recoil").Value *_npcRecoilReduction; GunshotSoundName = weaponItem.GetAttributeByName("_GunshotSound").Value.ToString(); _reloadToUnjam = (bool)weaponItem.GetAttributeByName("_ReloadToUnjam").Value; switch (Receiver.FireModes[0]) { case GunFireModes.Semi: Receiver.SemiFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value; break; case GunFireModes.Full: Receiver.AutoFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value; break; case GunFireModes.Burst: Receiver.BurstFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value; break; case GunFireModes.Pump: Receiver.ManualFireRate = (float)weaponItem.GetAttributeByName("Rate of Fire").Value; break; } _pumpStarted = false; Refresh(); }
public virtual void Rebuild(WeaponCallBack callBack) { }