/// <summary> /// Прокрутки оружия колесом мыши /// </summary> /// <param name="scrollWheel">Инкремент или декремент индекса</param> public Weapon SelectWeapon(MouseScrollWheel scrollWheel) { if (scrollWheel == MouseScrollWheel.Up) { if (_selectIndexWeapon < Weapons.Length - 1) { _selectIndexWeapon++; } else { _selectIndexWeapon = -1; } return(SelectWeapon(_selectIndexWeapon)); } if (_selectIndexWeapon <= 0) { _selectIndexWeapon = Weapons.Length; } else { _selectIndexWeapon--; } return(SelectWeapon(_selectIndexWeapon)); }
private void MouseScroll(MouseScrollWheel value) { var tempWeapon = _context.SelectWeapon(value); SelectWeapon(tempWeapon); }
private void MouseScroll(MouseScrollWheel value) { var tempWeapon = ServiceLocator.Resolve <Inventory>().SelectWeapon(value); SelectWeapon(tempWeapon); }
private void MouseScroll(MouseScrollWheel value) { var tempWeapon = Main.Instance.Inventory.SelectWeapon(value); SelectWeapon(tempWeapon); }