public void SetAmmoType(WeaponClassType type) { ammoType = type; switch (ammoType) { case WeaponClassType.Pistol: layout.cellSize = new Vector2(5, 5); layout.spacing = new Vector2(0, 0); currentIcon = ammoSprites[0]; fuelDisplay.gameObject.SetActive(false); break; case WeaponClassType.Launcher: currentIcon = ammoSprites[1]; layout.cellSize = new Vector2(5, 5); fuelDisplay.gameObject.SetActive(false); layout.spacing = new Vector2(0, 0); break; case WeaponClassType.Automatic: layout.cellSize = new Vector2(1, 5); layout.spacing = new Vector2(1, 0); currentIcon = ammoSprites[2]; fuelDisplay.gameObject.SetActive(false); break; case WeaponClassType.Thrower: currentIcon = null; fuelDisplay.gameObject.SetActive(true); break; case WeaponClassType.Charge: currentIcon = null; fuelDisplay.gameObject.SetActive(false); break; case WeaponClassType.Shotgun: layout.spacing = new Vector2(0, 0); currentIcon = ammoSprites[3]; layout.cellSize = new Vector2(5, 5); fuelDisplay.gameObject.SetActive(false); break; } }
internal static IEnumerable <WeaponMod> GetPlayerWeaponMods(WeaponClassType weaponClassType) { var defaultWeaponMod = GetDefaultWeaponMod(weaponClassType); if (defaultWeaponMod == null) { return(null); } var wc = LoadoutData.WeaponClasses.Where(w => w.WeaponType == weaponClassType); var wmc = LoadoutData.WeaponModClasses.Where(wm => wm.WeaponType == weaponClassType && defaultWeaponMod.Player.Contains(wm.Name)); var result = wc.Select(weapon => new WeaponMod { WeaponClassName = weapon.ClassName, WeaponModClassNames = wmc.Select(modClass => modClass.ClassName).ToList() }); return(result); //var weaponMods = (from weaponModName in defaultWeaponMod.Henchman select SquadVariables.WeaponModClasses.FirstOrDefault(weaponMod => (weaponMod.WeaponType == WeaponClassType.AssaultRifle) && weaponMod.Name.Equals(weaponModName)) into firstOrDefault where firstOrDefault != null select firstOrDefault.ClassName).ToList(); }
public WeaponModClass(string className, string name, WeaponClassType weaponType = WeaponClassType.None) { ClassName = className; Name = name; WeaponType = weaponType; }
public LoadoutDataWeaponMod(WeaponClassType weaponType, IList <string> player = null, IList <string> henchman = null) { WeaponType = weaponType; Player = player ?? new List <string>(); Henchman = henchman ?? new List <string>(); }
internal static LoadoutDataWeaponMod GetDefaultWeaponMod(WeaponClassType weaponClassType) { return(LoadoutData.DefaultWeaponMods.FirstOrDefault(mod => mod.WeaponType == weaponClassType)); }