Esempio n. 1
0
    public int RandomSubWeapon(AnvilWeapon weapon)
    {
        List <int> list = new List <int>();

        for (int i = 0; i < weapon.m_Events.Count; i++)
        {
            if (i != weapon.m_CurrentWeaponIndex)
            {
                list.Add(i);
            }
        }
        int num2 = UnityEngine.Random.Range(0, list.Count);

        weapon.m_CurrentWeaponIndex = list[num2];
        return(list[num2]);
    }
Esempio n. 2
0
    public void RandomWeaponEvent()
    {
        List <int> list = new List <int>();

        for (int i = 0; i < this.m_Weapons.Count; i++)
        {
            if (i != this.m_LastWeaponIndex)
            {
                list.Add(i);
            }
        }
        if ((this.m_Weapons.Count > 0) && (list.Count > 0))
        {
            int         num2   = UnityEngine.Random.Range(0, list.Count);
            AnvilWeapon weapon = this.m_Weapons[list[num2]];
            this.m_LastWeaponIndex = list[num2];
            weapon.m_FSM.SendEvent(weapon.m_Events[this.RandomSubWeapon(weapon)]);
        }
    }
 public int RandomSubWeapon(AnvilWeapon weapon)
 {
     object[] objArray1 = new object[] { weapon };
     return(base.method_11 <int>("RandomSubWeapon", objArray1));
 }