Exemple #1
0
    public void SetAmmoType(WeaponClassType type)
    {
        ammoType = type;
        switch (ammoType)
        {
        case WeaponClassType.Pistol:
            layout.cellSize = new Vector2(5, 5);
            layout.spacing  = new Vector2(0, 0);
            currentIcon     = ammoSprites[0];
            fuelDisplay.gameObject.SetActive(false);

            break;

        case WeaponClassType.Launcher:
            currentIcon     = ammoSprites[1];
            layout.cellSize = new Vector2(5, 5);
            fuelDisplay.gameObject.SetActive(false);
            layout.spacing = new Vector2(0, 0);

            break;

        case WeaponClassType.Automatic:
            layout.cellSize = new Vector2(1, 5);
            layout.spacing  = new Vector2(1, 0);

            currentIcon = ammoSprites[2];
            fuelDisplay.gameObject.SetActive(false);

            break;

        case WeaponClassType.Thrower:
            currentIcon = null;
            fuelDisplay.gameObject.SetActive(true);

            break;

        case WeaponClassType.Charge:
            currentIcon = null;
            fuelDisplay.gameObject.SetActive(false);
            break;

        case WeaponClassType.Shotgun:
            layout.spacing  = new Vector2(0, 0);
            currentIcon     = ammoSprites[3];
            layout.cellSize = new Vector2(5, 5);
            fuelDisplay.gameObject.SetActive(false);

            break;
        }
    }
Exemple #2
0
        internal static IEnumerable <WeaponMod> GetPlayerWeaponMods(WeaponClassType weaponClassType)
        {
            var defaultWeaponMod = GetDefaultWeaponMod(weaponClassType);

            if (defaultWeaponMod == null)
            {
                return(null);
            }

            var wc  = LoadoutData.WeaponClasses.Where(w => w.WeaponType == weaponClassType);
            var wmc = LoadoutData.WeaponModClasses.Where(wm => wm.WeaponType == weaponClassType && defaultWeaponMod.Player.Contains(wm.Name));

            var result = wc.Select(weapon => new WeaponMod
            {
                WeaponClassName     = weapon.ClassName,
                WeaponModClassNames = wmc.Select(modClass => modClass.ClassName).ToList()
            });

            return(result);
            //var weaponMods = (from weaponModName in defaultWeaponMod.Henchman select SquadVariables.WeaponModClasses.FirstOrDefault(weaponMod => (weaponMod.WeaponType == WeaponClassType.AssaultRifle) && weaponMod.Name.Equals(weaponModName)) into firstOrDefault where firstOrDefault != null select firstOrDefault.ClassName).ToList();
        }
Exemple #3
0
 public WeaponModClass(string className, string name, WeaponClassType weaponType = WeaponClassType.None)
 {
     ClassName  = className;
     Name       = name;
     WeaponType = weaponType;
 }
 public LoadoutDataWeaponMod(WeaponClassType weaponType, IList <string> player = null, IList <string> henchman = null)
 {
     WeaponType = weaponType;
     Player     = player ?? new List <string>();
     Henchman   = henchman ?? new List <string>();
 }
Exemple #5
0
 internal static LoadoutDataWeaponMod GetDefaultWeaponMod(WeaponClassType weaponClassType)
 {
     return(LoadoutData.DefaultWeaponMods.FirstOrDefault(mod => mod.WeaponType == weaponClassType));
 }