internal void ForceReload(ReloadTier tier)
 {
     this._needsToStartReload = false;
     this._autoReloadPerfect  = false;
     this.currentReloadTier   = tier;
     SoundModule.PlayLoad(this.secondarySlot.gameObject, tier);
     this.isReloading     = false;
     this.skillSlot.stock = Mathf.Max(this.skillSlot.stock, Mathf.Min(this.skillSlot.stock + this.def.stockToReload, this.def.actualMaxStock));
     this.body.ForceStopReload();
     this.UpdateCrosshair();
 }
Esempio n. 2
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        public override void OnEnter()
        {
            base.OnEnter();
            this.duration = baseDuration / this.attackSpeedStat;

            base.PlayAnimation("Gesture, Additive", "Reload", "rateReload", this.duration);
            SoundModule.PlayLoad(base.gameObject, this.reloadTier);

            this.gunTransform = base.FindModelChild("RailgunBone");
            this.gunTransform.SetParent(base.FindModelChild("LeftWeapon"), true);
        }
Esempio n. 3
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        public override void OnEnter()
        {
            base.OnEnter();
            this.duration = baseDuration / this.attackSpeedStat;

            base.PlayAnimation("Gesture, Additive", "Reload", "rateReload", this.duration);
            SoundModule.PlayLoad(base.gameObject, this.reloadTier);

            this.gunTransform = base.FindModelChild("RailgunBone");
            this.gunTransform.SetParent(base.FindModelChild("LeftWeapon"), true);
            if (!this.characterMotor.isGrounded)
            {
                this.characterMotor.ApplyForce(Vector3.up * upBoostForce);
            }
        }