Esempio n. 1
0
        public void StartShotIfPossible(EarlyUpdateEvent evt, SelfTankNode selfTank, [JoinByTank] DiscreteWeaponControllerNode discreteWeaponEnergyController)
        {
            CooldownTimerComponent cooldownTimer = discreteWeaponEnergyController.cooldownTimer;

            if (((discreteWeaponEnergyController.weaponEnergy.Energy >= discreteWeaponEnergyController.discreteWeaponEnergy.UnloadEnergyPerShot) && (cooldownTimer.CooldownTimerSec <= 0f)) && (InputManager.GetAxisOrKey(ShotActions.SHOT) != 0f))
            {
                base.ScheduleEvent <BeforeShotEvent>(discreteWeaponEnergyController);
                base.ScheduleEvent <ShotPrepareEvent>(discreteWeaponEnergyController);
                base.ScheduleEvent <PostShotEvent>(discreteWeaponEnergyController);
            }
        }
Esempio n. 2
0
        public void StartShotIfPossible(EarlyUpdateEvent evt, DiscreteWeaponControllerNode discreteWeaponEnergyController, [JoinByTank] AutopilotTankNode autopilotTank)
        {
            float unloadEnergyPerShot = discreteWeaponEnergyController.discreteWeaponEnergy.UnloadEnergyPerShot;
            float energy = discreteWeaponEnergyController.weaponEnergy.Energy;
            CooldownTimerComponent cooldownTimer = discreteWeaponEnergyController.cooldownTimer;

            if ((autopilotTank.autopilotWeaponController.Fire && (energy >= unloadEnergyPerShot)) && (cooldownTimer.CooldownTimerSec <= 0f))
            {
                base.ScheduleEvent <BeforeShotEvent>(discreteWeaponEnergyController);
                base.ScheduleEvent <ShotPrepareEvent>(discreteWeaponEnergyController);
                base.ScheduleEvent <PostShotEvent>(discreteWeaponEnergyController);
            }
        }