public void EndReload() { state = WeaponSystemState.Default; if (currentSelectedWeapon is MissileWeapon) { MissileWeapon currentMW = currentSelectedWeapon as MissileWeapon; if (currentMW.ammoType == AmmoType.Infinite) { currentMW.Reload(currentMW.magazineSize); } else { ammo[currentMW.ammoType] += currentMW.currentMagazineAmmo; int clamped = Mathf.Clamp(ammo[currentMW.ammoType], 0, currentMW.magazineSize); currentMW.Reload(clamped); ammo[currentMW.ammoType] -= clamped; } } }
void AbortReloading() { state = WeaponSystemState.Default; }
public void StartReload() { state = WeaponSystemState.Reloading; reloadingEndTime = Time.time + (currentSelectedWeapon as MissileWeapon).reloadTime; }