// When a row in the datagridview is clicked, check to make sure it's not the header then store the row's itemID in the currentID variable
        // Query the database to find the appropriate item and populate the fields with it's data. In the case of comboboxes match the Index with the name.
        private void dgv_ammunition_DoubleClick(object sender, EventArgs e)
        {
            btn_save.Enabled = true;
            if (dgv_ammunition.CurrentRow.Index != -1)
            {
                Ammunition ammunition = new Ammunition();
                currentID = Convert.ToInt32(dgv_ammunition.CurrentRow.Cells["col_ammunitionID"].Value);
                using (EFTDBEntities context = new EFTDBEntities())
                {
                    ammunition = context.Ammunitions.Where(a => a.AmmunitionID == currentID).FirstOrDefault();
                    string caliberName = context.Calibers.Where(c => c.CaliberID == ammunition.CaliberID).FirstOrDefault().Name;

                    txt_name.Text                = ammunition.Name;
                    txt_damage.Text              = ammunition.Damage.ToString();
                    txt_penetration.Text         = ammunition.Penetration.ToString();
                    txt_armourDamage.Text        = ammunition.ArmourDamage.ToString();
                    txt_accuracy.Text            = ammunition.Accuracy.ToString();
                    txt_recoil.Text              = ammunition.Recoil.ToString();
                    txt_fragmentationChance.Text = ammunition.FragmentationChance.ToString();
                    txt_ricochetChance.Text      = ammunition.RicochetChance.ToString();
                    txt_speed.Text               = ammunition.Speed.ToString();
                    cbox_caliberID.SelectedIndex = cbox_caliberID.FindStringExact(caliberName);
                }
                btn_delete.Enabled = true;
                btn_add.Enabled    = false;
            }
        }
 // Check if the user is sure about deleting, then get the itemID from the currentID and change the entity state to Deleted in the context.
 // When the changes are saved the database will delete the row using a standard DELETE query.
 private void btn_delete_Click(object sender, EventArgs e)
 {
     if (MessageBox.Show($"Are you sure you want to Delete {txt_name.Text}?", "SQL deletion operation", MessageBoxButtons.YesNo) == DialogResult.Yes)
     {
         Ammunition ammunition = new Ammunition();
         using (EFTDBEntities context = new EFTDBEntities())
         {
             ammunition = context.Ammunitions.Where(a => a.AmmunitionID == currentID).FirstOrDefault();
             var entry = context.Entry(ammunition);
             // Make sure the entity is being tracked by the context.
             if (entry.State == EntityState.Detached)
             {
                 context.Ammunitions.Attach(ammunition);
             }
             // Change the entities state to deleted.
             context.Ammunitions.Remove(ammunition);
             // Save changes made to the context (removing the deleted entity) to the database.
             context.SaveChanges();
             // Reload the datasources.
             LoadData();
         }
         Clear();
     }
     // Enable/Disable appropriate buttons.
     btn_delete.Enabled = false;
     btn_save.Enabled   = false;
     btn_add.Enabled    = true;
 }
        // If the data is valid, create a new instance of the appropriate entity and input the data. Change the entity state to Modified in the context
        // When the changes are saved the database will update the row using a standard UPDATE query.
        private void btn_save_Click(object sender, EventArgs e)
        {
            if (ValidateData())
            {
                using (EFTDBEntities context = new EFTDBEntities())
                {
                    int        caliberID  = context.Calibers.Where(c => c.Name == cbox_caliberID.Text).FirstOrDefault().CaliberID;
                    Ammunition ammunition = new Ammunition()
                    {
                        AmmunitionID        = currentID,
                        Name                = txt_name.Text,
                        Damage              = int.Parse(txt_damage.Text),
                        Penetration         = int.Parse(txt_penetration.Text),
                        ArmourDamage        = int.Parse(txt_armourDamage.Text),
                        Accuracy            = int.Parse(txt_accuracy.Text),
                        Recoil              = int.Parse(txt_recoil.Text),
                        FragmentationChance = decimal.Parse(txt_fragmentationChance.Text),
                        RicochetChance      = decimal.Parse(txt_ricochetChance.Text),
                        Speed               = int.Parse(txt_speed.Text),
                        CaliberID           = caliberID
                    };

                    context.Entry(ammunition).State = EntityState.Modified;
                    context.SaveChanges();
                    LoadData();
                    MessageBox.Show($"Updated {ammunition.Name} successfully!");
                }
                Clear();
                btn_save.Enabled   = false;
                btn_add.Enabled    = true;
                btn_delete.Enabled = false;
            }
        }
        // If the data is valid create a new instance of the DBContext and add the entity.
        // When the changes are saved the database will insert the row using a standard INSERT query.
        private void btn_add_Click(object sender, EventArgs e)
        {
            if (ValidateData())
            {
                using (EFTDBEntities context = new EFTDBEntities())
                {
                    // Fetch the corresponding caliberID from the database by using a LINQ to Entity query, returning the first row or null.
                    int        caliberID  = context.Calibers.Where(c => c.Name == cbox_caliberID.Text).FirstOrDefault().CaliberID;
                    Ammunition ammunition = new Ammunition()
                    {
                        Name                = txt_name.Text,
                        Damage              = int.Parse(txt_damage.Text),
                        Penetration         = int.Parse(txt_penetration.Text),
                        ArmourDamage        = int.Parse(txt_armourDamage.Text),
                        Accuracy            = int.Parse(txt_accuracy.Text),
                        Recoil              = int.Parse(txt_recoil.Text),
                        FragmentationChance = decimal.Parse(txt_fragmentationChance.Text),
                        RicochetChance      = decimal.Parse(txt_ricochetChance.Text),
                        Speed               = int.Parse(txt_speed.Text),
                        CaliberID           = caliberID
                    };

                    // Add the new entity to the context with the Added state.
                    context.Ammunitions.Add(ammunition);
                    // Save changes made to the context to the database.
                    context.SaveChanges();
                    // Reload the datasources.
                    LoadData();
                    MessageBox.Show($"Added {ammunition.Name} successfully!");
                }
                Clear();
            }
        }
        public static Character BuildTestWizard()
        {
            Character wizard = new Character();

            wizard.kind           = CreatureKinds.Humanoids;
            wizard.name           = "Morkin";
            wizard.raceClass      = "Human Wizard";
            wizard.alignment      = "Chaotic Neutral";
            wizard.baseArmorClass = 10;
            GenerateRandomAttributes(wizard);
            wizard.remainingHitDice = "1 d8";
            wizard.level            = 1;
            wizard.inspiration      = 0;

            wizard.initiative             = 2;
            wizard.baseSpeed              = 30;
            wizard.hitPoints              = 33;
            wizard.tempHitPoints          = 0;
            wizard.maxHitPoints           = 127;
            wizard.proficiencyBonus       = 2;
            wizard.savingThrowProficiency = Ability.Intelligence | Ability.Charisma;
            wizard.proficientSkills       = Skills.arcana | Skills.slightOfHand | Skills.deception;
            wizard.Equip(Weapon.buildShortSword());
            wizard.Pack(Weapon.buildBlowgun());
            wizard.Pack(Ammunition.buildBlowgunNeedlePack());

            return(wizard);
        }
Esempio n. 6
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    public void ThrowGren(Transform t, Player p, Ammunition GrenadeType, int grenNum)
    {
        if (MainNode.HasNode(_primedGrenade1Name))
        {
            if (grenNum == 1)
            {
                _primedGrenade1.Throw(t);
            }
            else
            {
                _primedGrenade2.Throw(t);
            }
        }
        else
        {
            PrimeGren(p, GrenadeType, grenNum);
        }

        if (grenNum == 1)
        {
            _primedGrenade1 = null;
        }
        else
        {
            _primedGrenade2 = null;
        }
    }
        public void RoundTrip_Ammunition2()
        {
            Ammunition ammo = new Ammunition()
            {
                BallisticCoefficient = new BallisticCoefficient(0.295, DragTableId.G1),
                Weight         = new Measurement <WeightUnit>(9.1, WeightUnit.Gram),
                MuzzleVelocity = new Measurement <VelocityUnit>(2956.5, VelocityUnit.FeetPerSecond),
            };

            SerializerRoundtrip serializer = new SerializerRoundtrip();

            var node = serializer.Serialize(ammo);

            node.Should().NotBeNull();

            var ammo1 = serializer.Deserialize <Ammunition>(node);

            ammo1.Should().NotBeNull();

            ammo1.BallisticCoefficient.Should().Be(ammo.BallisticCoefficient);
            ammo1.Weight.Should().Be(ammo.Weight);
            ammo1.MuzzleVelocity.Should().Be(ammo.MuzzleVelocity);
            ammo1.BulletDiameter.Should().Be(ammo.BulletDiameter);
            ammo1.BulletLength.Should().Be(ammo.BulletLength);
        }
Esempio n. 8
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 public InputController(Camera camera, Transform transform, Ship ship, Transform barrel, float force, Rigidbody2D bullet)
 {
     _camera     = camera;
     _transform  = transform;
     _ship       = ship;
     _ammunition = new Ammunition(bullet, barrel, force);
 }
 public Ammunition Direct()
 {
     _frame.Position = 0;
     return(Ammunition.CreateFromBinary(
                frame: _frame,
                recordTypeConverter: null));
 }
Esempio n. 10
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        /// =========================================
        /// LoadItemLists()
        /// =========================================
        public static List <Ammunition> LoadAmmoLists()
        {
            List <Ammunition> ammo = new List <Ammunition>();

            try
            {
                XDocument xml  = XDocument.Parse(Properties.Resources.AmmoList);
                XElement  root = xml.Element("Ammunitions");

                var Ammunitions = root.Elements("Ammunition");
                foreach (XElement elem in Ammunitions)
                {
                    Ammunition ammunition = new Ammunition()
                    {
                        Name     = (string)elem.Attribute("name"),
                        Quantity = (string)elem.Attribute("qty")
                    };

                    ammo.Add(ammunition);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e.StackTrace);
                MessageBox.Show("Error: Default ammunition list not loaded successfully", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
            }

            return(ammo);
        }
Esempio n. 11
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 /// <summary> Removes a certain ammount of ammunition over the ammoboxes </summary>
 /// <param name="value"> The ammount of ammunition to remove </param>
 /// <returns> If there is enough ammo left </returns>
 public bool SubstractAmmo(Ammunition ammotype, uint value = 1u)
 {
     AmmoBox [] boxes = System.Array.FindAll(Parts.GetAll <AmmoBox>(), x => x.AmmoType == ammotype);
     if (boxes.Length == 0)
     {
         return(false);
     }
     while (true)
     {
         foreach (AmmoBox box in boxes)
         {
             if (value == 0u)
             {
                 return(true);
             }
             if (GetAmmo(ammotype) == 0u)
             {
                 return(false);
             }
             if (box.Ammunition > 0u)
             {
                 box.Ammunition--;
                 value--;
             }
         }
     }
 }
Esempio n. 12
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 void LoadWeapon(int id)
 {
     currentAmmoId       = id;
     currentAmmo         = ammunitions[id];
     currentAmmoQuantity = currentAmmo.quantity;
     timeOfAction        = 0f;
 }
Esempio n. 13
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        /// <summary>
        /// Fires the one shot.
        /// </summary>
        /// <param name="_target">Target.</param>
        public void FireOneShot(Transform _target)
        {
            if (Ammunition.Enabled)
            {
                Ammunition.Fire(_target);
            }

            if (Recoil.Enabled)
            {
                Recoil.Start();
            }

            if (LaunchSound.Enabled)
            {
                LaunchSound.Play();
            }

            if (MuzzleFlash.Enabled)
            {
                MuzzleFlash.Start();
            }

            if (Shell.Enabled)
            {
                Shell.Start();
            }

            if (Effect.Enabled)
            {
                Effect.Start(OwnerComponent);
            }
        }
Esempio n. 14
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 public IEnumerator Reload(int playerNumber, Ammunition ammunition)
 {
     if (AmmoClip.IsFull() || IsReloading)
     {
         yield break;                                   // if already reloading, then return
     }
     else
     {
         IsReloading = true;
         //Debug.Log(this.name + ": Reloading...");
         AudioManager.Play(ReloadSound);
         EventAggregator.GetInstance().Publish <OnWeaponReloadEvent>(new OnWeaponReloadEvent(playerNumber, this));
         for (float timer = ReloadTime; timer > 0; timer -= 0.25f)
         {
             if (ReloadCancel)
             {
                 IsReloading = ReloadCancel = false;
                 yield break;
             }
             yield return(new WaitForSeconds(0.25f));
         }
         AudioManager.Stop(ReloadSound);
         AmmoClip.LoadAmmunition(ammunition);
         EventAggregator.GetInstance().Publish(new OnWeaponAmmoChangedEvent(playerNumber, AmmoClip.GetCurrentAmmo()));
         EventAggregator.GetInstance().Publish(new OnPlayerAmmoChangedEvent(playerNumber, ammunition));
         AudioManager.Play(ReloadFinishSound);
         IsReloading = false;
     }
 }
Esempio n. 15
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        public void Should_be_empty_when_initialLoadout_is_zero() // Value object specific
        {
            // ARRANGE
            Ammunition target = new Ammunition(Zero);

            Check.That(target.IsEmpty()).IsTrue();
        }
Esempio n. 16
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        public void RemoveAmmunition(string macro)
        {
            List <ShipAmmunitionItemData> tempList = null;

            try
            {
                tempList = Ammunition.Where(a => a.Ware == macro).ToList();

                if (tempList.Count > 1)
                {
                    throw new Exception("There is more than one ware entry of that type. That can't be right!");
                }
                else if (tempList.Count < 1)
                {
                    throw new Exception("There is no ware entry of that type.");
                }

                ShipAmmunitionItemData temp = tempList.First();
                temp.RemoveNode();
                Ammunition.Remove(temp);
            }
            catch (Exception ex)
            {
                throw new Exception("Unable to remove ware entry", ex);
            }
        }
Esempio n. 17
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    protected override void ShotFire()
    {
        if (Target == null)
        {
            Attack = false;
            return;
        }
        if (Attack)
        {
            bool canShot = Vector3.Distance(transform.position, Target.transform.position) <= ShotRange;

            // Lasers from laser gameobject
            Ammunition ammunition = Ammunitions[GameData.LocalPlayer.SelectedAmmo[0]];
            if (ammunition.Ready)
            {
                if (canShot)
                {
                    CreateBullet(Game.Damage(Damage, ammunition), ammunition, lasers);
                }
                else
                {
                    Debug.LogError("Cel poza zasiegiem!");
                }
            }

            // Rockets from ship transform
            //ammunition = Ammunitions[GameData.LocalPlayer.SelectedAmmo[1]];
            //if (ammunition.Ready && canShot)
            //{
            //    List<Transform> trans = new List<Transform>();
            //    trans.Add(transform);
            //    CreateBullet(Game.Damage((int)(1000 * ammunition.Multiplier), ammunition), ammunition, trans);
            //}
        }
    }
Esempio n. 18
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    public bool Fire()
    {
        if (currentReloadTime <= 0 && currentClipSize > 0)
        {
            Ammunition projectile = Instantiate(ammunition, ammunitionSpawnPoint);
            projectile.transform.parent = null;

            currentClipSize--;

            if (currentClipSize == 0)
            {
                currentClipSize   = clipSize;
                currentReloadTime = reloadTime;
            }
            else
            {
                currentReloadTime = fireRate;
            }

            if (shootingSound != null)
            {
                shootingSound.Play();
            }

            return(true);
        }

        return(false);
    }
Esempio n. 19
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 public Ammunition Direct()
 {
     _frame.Position = 0;
     return(Ammunition.CreateFromBinary(
                frame: _frame,
                translationParams: null));
 }
Esempio n. 20
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    protected virtual void Start()
    {
        NewPosition = transform.position;

        foreach (Transform engine in EngineTransform)
        {
            engines.Add(engine.GetComponent <ParticleSystem>());
        }
        foreach (Transform laser in LaserTransform)
        {
            lasers.Add(laser);
        }

        ShipNameGameObject.GetComponent <TextMesh>().text = Name + " [" + Level + "]";

        engine  = true;
        Engines = false;

        foreach (LaserBullets laser in AmmunitionsLaser)
        {
            Ammunition ammunition = new Ammunition();
            ammunition.Bullet     = GameData.LaserObjects[laser];
            ammunition.TimeReload = GameData.LaserObjects[laser].GetComponent <Bullet>().TimeReload;
            Ammunitions.Add(ammunition);
        }

        foreach (RocketBullets rocket in AmmunitionsRocket)
        {
            Ammunition ammunition = new Ammunition();
            ammunition.Bullet     = GameData.RocketObjects[rocket];
            ammunition.TimeReload = GameData.RocketObjects[rocket].GetComponent <Bullet>().TimeReload;
            Ammunitions.Add(ammunition);
        }
    }
Esempio n. 21
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 public RangeWeapon(Texture2D texture, string name, int maxInStack, int nowInStack,
                    int durability, ItemType itemType, int damage, int range, int ammunition, Ammunition ammunitionType)
     : base(damage, range, texture, name, maxInStack, nowInStack, durability, ItemType.RangeWeapon)
 {
     Clip           = ammunition;
     AmmunitionType = ammunitionType;
 }
Esempio n. 22
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        public ControlHitList(Hit h)
        {
            InitializeComponent();
            txt_No.IsReadOnly = true;
            txt_No.Text       = h.hitNo.ToString();
            ComboBoxItem cbI_W = new ComboBoxItem();

            cbI_W.Content = Weapon.GetNameFromID(h.weaponID);
            cbI_W.Tag     = h.weaponID;
            cb_Weapon.Items.Add(cbI_W);
            cb_Weapon.IsReadOnly   = true;
            cb_Weapon.SelectedItem = cbI_W;
            ComboBoxItem cbI_A = new ComboBoxItem();

            cbI_A.Content = Ammunition.GetNameFromID(h.ammuID);
            cbI_A.Tag     = h.ammuID;
            cb_Ammo.Items.Add(cbI_A);
            cb_Ammo.IsReadOnly      = true;
            cb_Ammo.SelectedItem    = cbI_A;
            txt_Distance.Text       = h.distance.ToString();
            txt_Distance.IsReadOnly = true;
            txt_WeaponPt.Text       = h.weaponPt.ToString();
            txt_WeaponPt.IsReadOnly = true;
            txt_Damage.Text         = h.dmg.ToString();
            txt_Damage.IsReadOnly   = true;
        }
Esempio n. 23
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 public override string ToString()
 {
     return($"Tank {TankName}: " +
            $"Ammunition - {Ammunition.ToString()}, " +
            $"Armor - {Armor.ToString()}, " +
            $"Maneuverability - {Maneuverability.ToString()}");
 }
Esempio n. 24
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        private void FillComboboxes(Loadout_Line line)
        {
            IEnumerable <Weapon> ieW = Weapon.GetAll();

            foreach (Weapon ob in ieW)
            {
                ComboBoxItem cbI = new ComboBoxItem();
                cbI.Content = ob.name;
                cbI.Tag     = ob.id;
                cbWeapon.Items.Add(cbI);
                if (line.weaponID == ob.id)
                {
                    cbWeapon.SelectedItem = cbI;
                }
            }
            IEnumerable <Ammunition> ieA = Ammunition.GetAll();

            foreach (Ammunition ob in ieA)
            {
                ComboBoxItem cbI = new ComboBoxItem();
                cbI.Content = ob.name;
                cbI.Tag     = ob.id;
                cbAmmunition.Items.Add(cbI);
                if (line.ammunitionID == ob.id)
                {
                    cbAmmunition.SelectedItem = cbI;
                }
            }
        }
Esempio n. 25
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        public void TestRangedWeaponAttack()
        {
            RangedWeapon longBow = new RangedWeapon()
            {
                Name           = "Longbow"
                , WeaponType   = "Martial Ranged",
                AmmunitionType = "Arrow",
                CloseRange     = 150,
                MaxRange       = 600,
                Cost           = new CoinPurse()
                {
                    Gold = 50
                },
                Weight     = 2,
                Properties = new [] { "heavy", "two-handed" }
            };

            longBow.WeaponDamages.Add(new Damage()
            {
                DefaultDamage  = 4,
                QuantityOfDice = 2,
                SidesOfDice    = 8,
                DamageType     = "piercing"
            });
            Ammunition basicArrows = new Ammunition()
            {
                AmmunitionType = "Arrow",
                Name           = "Basic Arrows",
                Quantity       = 20
            };
            DamageRealized attack = longBow.WeaponHit(ref basicArrows);

            Console.WriteLine(attack.DamageDescription);
            Assert.AreEqual(19, basicArrows.Quantity);
        }
Esempio n. 26
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    private IEnumerator BurstFireBulletGroups()
    {
        int bulletsFired = 0;

        while (bulletsFired < BurstFireRate)
        {
            bulletsFired++;

            yield return(new WaitForSeconds(0.1f));

            Ammunition ammo = Instantiate(Ammo, transform.position + (transform.forward), transform.rotation);

            ammo.DamageOfRound = DamagePerHit;

            ammo.LaunchTowards(transform.position + (transform.forward * Range));

            if (EnableSideFire)
            {
                Ammunition rightShot = Instantiate(Ammo, transform.position + (transform.right), transform.rotation);

                rightShot.DamageOfRound = DamagePerHit;

                rightShot.LaunchTowards(transform.position + (transform.right * Range));

                Ammunition leftShot = Instantiate(Ammo, transform.position + (-transform.right), transform.rotation);

                leftShot.DamageOfRound = DamagePerHit;

                leftShot.LaunchTowards(transform.position + (-transform.right * Range));
            }
        }
    }
Esempio n. 27
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            public static bool Prefix(CharacterEquipment __instance, ref Ammunition __result)
            {
                var self = __instance;

                if (self.GetEquippedItem(EquipmentSlot.EquipmentSlotIDs.RightHand) is Weapon weapon && weapon.ItemID == ManaBowID)
                {
                    var character = At.GetValue(typeof(CharacterEquipment), self, "m_character") as Character;

                    if (!character.Inventory.HasEquipped(ManaArrowID))
                    {
                        if (!character.Inventory.OwnsItem(ManaArrowID))
                        {
                            var newAmmo = ItemManager.Instance.GenerateItemNetwork(ManaArrowID) as Ammunition;
                            newAmmo.ChangeParent(self.GetMatchingEquipmentSlotTransform(EquipmentSlot.EquipmentSlotIDs.Quiver));
                            __result = newAmmo;
                            return(false);
                        }
                        else
                        {
                            var ammoFromID = character.Inventory.GetOwnedItems(ManaArrowID);
                            ammoFromID[0].ChangeParent(self.GetMatchingEquipmentSlotTransform(EquipmentSlot.EquipmentSlotIDs.Quiver));
                            __result = ammoFromID[0] as Ammunition;
                            return(false);
                        }
                    }
                    else
                    {
                        __result = self.GetEquippedItem(EquipmentSlot.EquipmentSlotIDs.Quiver) as Ammunition;
                        return(false);
                    }
                }

                return(true);
            }
Esempio n. 28
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 //Deprecated
 public BombView(Ammunition bomb, IFrameWork framework)
     : base(bomb, framework)
 {
     initOnScene();
     fly();
     refreshPosition();
 }
Esempio n. 29
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    void Start()
    {
        if (Weapon == null)
        {
            Debug.Log("Weapon not connected to WeaponSetter");
            return;
        }

        _spriteRenderer = GetComponent <SpriteRenderer>();
        _ammo           = GetComponent <Ammunition>();

        if (_ammo != null)
        {
            _ammo.Initialize(Weapon);
        }

        if (_spriteRenderer != null)
        {
            _spriteRenderer.sprite = Weapon.Avatar;
        }

        var shooter = GetComponent <WeaponShooter>();

        shooter.SetFireRate(Weapon.FireRate);
    }
Esempio n. 30
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    public void offhandAnimateHOldMag(Ammunition ArgAmmo)
    {
        int gt = (int)ArgAmmo;

        // Debug.Log(gt);
        _anim.SetInteger("AnimMagType", gt);
    }
Esempio n. 31
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 private void AmmoCollect(int objectID, Ammunition ammo) {
     switch (ammo.Classification) {
         case AmmunitionClassification.Bullet:
             Bullets.Count += ammo.Count;
             break;
         case AmmunitionClassification.Shell:
             Shells.Count += ammo.Count;
             break;
         case AmmunitionClassification.Grenade:
             Grenades.Count += ammo.Count;
             break;
     }
 }
Esempio n. 32
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 public static void AmmoUpdateEvent(int objectID, Ammunition clip, Ammunition reserve)
 {
     AmmoUpdateEventHandler(objectID, clip, reserve);
 }
Esempio n. 33
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 public static void AmmoCollectEvent(int objectID, Ammunition ammo) {
     AmmoCollectEventHandler(objectID, ammo);
 }
Esempio n. 34
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 override protected void Start() {
     _ammo = GetComponentInChildren<Ammunition>();
     base.Start();
 }