/// <summary> /// Equip firearm. /// </summary> /// <param name="sprites">A list of sprites from armor atlas (multiple sprite). It can be obtained from SpriteCollection.Instance.Firearms1H/2H[].Sprites.</param> /// <param name="firearmParams">Firearm params. Can be obtained from FirearmeCollection.Instance.Firearms[].</param> /// <param name="twoHanded">If two-handed firearm.</param> public void EquipFirearm(List <Sprite> sprites, FirearmParams firearmParams, bool twoHanded = false) { Firearms = sprites; Firearm.Params = firearmParams; WeaponType = twoHanded ? WeaponType.Firearms2H : WeaponType.Firearms1H; Initialize(); }
private void BuildFirearms(FirearmParams firearmParams) { Firearm.Params = firearmParams; // TODO: Firearm.SlideTransform.localPosition = firearmParams.SlidePosition; Firearm.MagazineTransform.localPosition = firearmParams.MagazinePosition; Firearm.FireTransform.localPosition = firearmParams.FireMuzzlePosition; Firearm.AmmoShooted = 0; if (Firearm.Params.LoadType == FirearmLoadType.Lamp) { Firearm.Fire.SetLamp(firearmParams.GetColorFromMeta("LampReady")); } }
private void BuildFirearms(FirearmParams firearmParams) { if (firearmParams == null) { return; } Firearm.Params = firearmParams; // TODO: Firearm.SlideTransform.localPosition = firearmParams.SlidePosition; Firearm.MagazineTransform.localPosition = firearmParams.MagazinePosition; Firearm.FireTransform.localPosition = firearmParams.FireMuzzlePosition; Firearm.AmmoShooted = 0; Firearm.Fire.SetLamp(Firearm.Params.LoadType == FirearmLoadType.Lamp ? firearmParams.GetColorFromMeta("LampReady") : Color.white); }