public void ActivateNewReload(WeaponItemRanged rangedWeapon, float targetReloadSpeed) { hasActiveReload = true; parentProgressBar.SetActive(true); reloadSpeed = targetReloadSpeed; currentProgress = 0; reloadDuration = rangedWeapon.animReloadLengthSeconds; reloadTickIncrease = reloadTickRate; aimCursorManager.DisableAimCursor(); StartCoroutine("TickReload"); }
private static void OpenInterface() { window = GetWindow <IND_WeaponEditorTool>(); window.meleeItems.Clear(); window.riflesAndRepeaters.Clear(); WeaponItem[] allWeapons = GetAllInstances <WeaponItem>(); foreach (WeaponItem item in allWeapons) { if (item.weaponType == WeaponType.MELEE) { window.meleeItems.Add(item); } if (item.weaponType == WeaponType.RANGED) { WeaponItemRanged rangedWeapon = item as WeaponItemRanged; if (rangedWeapon.ammoType == WeaponRangedAmmoType.RIFLE_AMMO) { window.riflesAndRepeaters.Add(rangedWeapon); } if (rangedWeapon.ammoType == WeaponRangedAmmoType.PISTOL_AMMO) { window.pistolsAndRevolvers.Add(rangedWeapon); } if (rangedWeapon.ammoType == WeaponRangedAmmoType.SHOTGUN_SHELLS) { window.shotguns.Add(rangedWeapon); } if (rangedWeapon.ammoType == WeaponRangedAmmoType.ARROWS) { window.bows.Add(rangedWeapon); } } } window.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 800); }