Esempio n. 1
0
 private void TryUseEquippedItem()
 {
     if (this._equippedItem != null)
     {
         C_UsableItem component    = this._equippedItem.GetComponent <C_UsableItem>();
         C_PickupItem c_PickupItem = null;
         if (component != null)
         {
             c_PickupItem = component.GetComponent <C_PickupItem>();
         }
         if (c_PickupItem == null)
         {
             return;
         }
         // Commented lines to make two handed weapons being able to shoot while running
         // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Rifle")
         // {
         //    return;
         // }
         // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Shotgun")
         // {
         //    return;
         // }
         // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Blunderbuss")
         // {
         //    return;
         // }
         if (component != null)
         {
             Ray usePosition = new Ray(this.PlayerFacingTransform.position, this.PlayerFacingTransform.forward);
             if (!component.TryToUse(usePosition, base.gameObject) && this.PlayerInventory != null)
             {
                 this.PlayerInventory.RemoveItem(c_PickupItem, true);
             }
         }
     }
 }
Esempio n. 2
0
 public void GuaranteeDefaultEquipment()
 {
     if (this.PlayerInventory.Items.Count == 0)
     {
         int whichClass = C_SaveManager.m_Instance.m_PlayerData.m_WhichClass;
         foreach (C_PickupItem c_PickupItem in C_PlayerClassLoadOuts.m_Instance.m_ClassLoadOuts[whichClass].m_Items)
         {
             string itemName = c_PickupItem.ItemName;
             bool   flag     = false;
             foreach (C_PickupItem c_PickupItem2 in this.PlayerInventory.Items)
             {
                 if (c_PickupItem2.ItemName == c_PickupItem.ItemName)
                 {
                     flag = true;
                 }
             }
             if (!flag)
             {
                 C_PickupItem item = UnityEngine.Object.Instantiate(c_PickupItem) as C_PickupItem;
                 this.PlayerInventory.AddItem(item);
             }
         }
     }
 }