public Game(Process process) : base(process) { readAndInjectAsmFunctions(); this.Settings = new GameSettings(); this.WeaponHelper = new WeaponHelper(this); this.GameFiles = new GameFiles(this); }
private void InitializeWeapons() { IEnumerable <Weapon> weapons = WeaponManager.Instance.Weapons; MondstadtWeapons = weapons .Where(item => WeaponHelper.IsTodaysMondstadtWeapon(item.Material)) .Where(item => WeaponManager.UnreleasedPolicyFilter(item)) .OrderByDescending(item => item.Star) .Select(item => { var w = new WeaponIcon() { Weapon = item }; w.IconClicked += OnWeaponClicked; return(w); }); LiyueWeapons = weapons .Where(item => WeaponHelper.IsTodaysLiyueWeapon(item.Material)) .Where(item => WeaponManager.UnreleasedPolicyFilter(item)) .OrderByDescending(item => item.Star) .Select(item => { var w = new WeaponIcon() { Weapon = item }; w.IconClicked += OnWeaponClicked; return(w); }); }
private void Character_SetWeapon(NetworkViewID _viewID, int _weapon) { var _weaponType = WeaponHelper.Convert(_weapon); if (_weaponType == WeaponType.NONE) { return; } var _weaponData = Database.Weapon[_weaponType]; var _weaponObj = (GameObject)Instantiate(_weaponData.weaponPrf.gameObject); weapon = _weaponObj.GetComponent <Weapon>(); weapon.networkView.enabled = true; weapon.networkView.viewID = _viewID; }
private void InitializeWeapons() { IEnumerable <Weapon> weapons = WeaponManager.Instance.Weapons; this.MondstadtWeapons = weapons .Where(item => WeaponHelper.IsTodaysMondstadtWeapon(item.Material)) .Where(item => WeaponManager.UnreleasedPolicyFilter(item)) .OrderByDescending(item => item.Star) .Select(item => new WeaponIcon() { Weapon = item }); this.LiyueWeapons = weapons .Where(item => WeaponHelper.IsTodaysLiyueWeapon(item.Material)) .Where(item => WeaponManager.UnreleasedPolicyFilter(item)) .OrderByDescending(item => item.Star) .Select(item => new WeaponIcon() { Weapon = item }); }
public bool CanShoot() { return(WeaponHelper.CanShoot(_weapon.CurrentClipSize, _nextTimetoFire)); }
public bool CanShoot() => WeaponHelper.CanShoot(_weapon.CurrentClipSize, _nextTimetoFire);