private void ChangeWeapon(Weapon weapon) { _currentWeapon.gameObject.SetActive(false); _currentWeapon = weapon; WeaponChanged?.Invoke(weapon); _currentWeapon.gameObject.SetActive(true); }
public void PreviousWeapon() { var index = weapons.IndexOf(CurrentWeapon); CurrentWeapon = (index != 0) ? weapons[--index] : weapons[weapons.Count - 1]; WeaponChanged?.Invoke(CurrentWeapon); }
public void NextWeapon() { var index = weapons.IndexOf(CurrentWeapon); CurrentWeapon = (index < weapons.Count - 1) ? weapons[++index] : weapons[0]; WeaponChanged?.Invoke(CurrentWeapon); }
//[ClientRpc] //public void RpcChangeWeapon(int weaponIndex) //{ // equippedWeapon = weapons[weaponIndex]; // weaponSprite.sprite = equippedWeapon.inGameSprite; // if (isLocalPlayer) // { // WeaponChanged?.Invoke(equippedWeapon); // } // // weaponSprite.sprite = newEquipped.inGameSprite; //} public void OnChangeWeapon(string oldWeapon, string newWeapon) { equippedWeapon = newWeapon; WeaponObject weaponObj = Constants.WeaponObjects.uiWeaponsDict[newWeapon]; WeaponChanged?.Invoke(weaponObj); //weaponSprite.sprite = weaponObj.inGameSprite; }
private void WeaponChangeHandler(EventArgs weaponChange) { WeaponChanged weaponChangeEvent = weaponChange as WeaponChanged; if (weaponChangeEvent.Sender == gameObject) { UseNextWeapon(); } }
private void SetNewActiveWeapon(Weapon activeWeapon) { foreach (var weapon in weapons) { weapon.GetComponent <SpriteRenderer>().enabled = false; } activeWeapon.GetComponent <SpriteRenderer>().enabled = true; playerCombatController.Weapon = activeWeapon; WeaponChanged?.Invoke(activeWeapon); }
private void Start() { _audioSource = GetComponent <AudioSource>(); Weapons.Add(_weapon); _weapon.IsUse = true; _currentHealth = _health; _weaponRender.sprite = _weapon.GetSprite; HealthChanged?.Invoke(_currentHealth, _health); WeaponChanged?.Invoke(_weapon); MoneyChanged?.Invoke(Money); }
public void Equip(Weapon weapon) { if (_weapon.GetLabel != weapon.GetLabel) { _weapon.IsUse = false; } TryToAddWeapon(weapon); _weapon = weapon; _weaponRender.sprite = weapon.GetSprite; _weapon.IsUse = true; WeaponChanged?.Invoke(_weapon); }
public override int GetHashCode() { int hash = 1; if (Died != false) { hash ^= Died.GetHashCode(); } if (Respawned != false) { hash ^= Respawned.GetHashCode(); } if (decision_ != null) { hash ^= Decision.GetHashCode(); } hash ^= path_.GetHashCode(); if (HatChanged != false) { hash ^= HatChanged.GetHashCode(); } if (ClothesChanged != false) { hash ^= ClothesChanged.GetHashCode(); } if (ShoesChanged != false) { hash ^= ShoesChanged.GetHashCode(); } if (WeaponChanged != false) { hash ^= WeaponChanged.GetHashCode(); } if (AccessoryChanged != false) { hash ^= AccessoryChanged.GetHashCode(); } hash ^= attackLocations_.GetHashCode(); if (_unknownFields != null) { hash ^= _unknownFields.GetHashCode(); } return(hash); }
public void ChangeWeapon(Weapon weapon) { _currentWeapon = weapon; WeaponChanged?.Invoke(_currentWeapon); }
public void ChangeWeapon(WeaponType type) { AGameEvent weaponChangedGameEvent = new WeaponChanged(null, type, null, 0); AddClientGameEvent(weaponChangedGameEvent); }
public virtual void ChangeWeapon(WeaponType newWeapon) { WeaponChanged?.Invoke(_weapon); }
private void Start() { WeaponChanged?.Invoke(_weapon); }
/// <summary> /// Called when the weapon changed. /// </summary> /// <param name="_">The old weapon. This can be ignored.</param> /// <param name="newWeapon">The new changed weapon.</param> private void OnWeaponChanged(Weapon _, Weapon newWeapon) { NetworkWeaponAnimator.OnWeaponChanged(newWeapon); WeaponChanged?.Invoke(newWeapon); }
protected virtual void ChangeWeapon(int newWeapon) { WeaponChanged?.Invoke(_weapon); }
private void ChangeWeapon(Weapon weapon) { _currentWeapon = weapon; WeaponChanged?.Invoke(weapon); }