public static List <int> CollectParts(this WeaponObjectComponent data) { var list = new List <int>(5); if (data.LowerRail > 0) { list.Add(data.LowerRail); } if (data.UpperRail > 0) { list.Add(data.UpperRail); } if (data.Muzzle > 0) { list.Add(data.Muzzle); } if (data.Magazine > 0) { list.Add(data.Magazine); } if (data.Stock > 0) { list.Add(data.Stock); } return(list); }
/// <summary> /// sync WeaponObjectComponent from WeaponScanStruct /// </summary> /// <param name="weaponSceneObject"></param> /// <param name="weaponInfo"></param> public static void FillPartList(this WeaponObjectComponent component, List <int> partList) { if (null == partList) { return; } partList.Clear(); if (component.UpperRail > 0) { partList.Add(component.UpperRail); } if (component.LowerRail > 0) { partList.Add(component.LowerRail); } if (component.Magazine > 0) { partList.Add(component.Magazine); } if (component.Stock > 0) { partList.Add(component.Stock); } if (component.Muzzle > 0) { partList.Add(component.Muzzle); } }
public static void ApplyParts(this WeaponObjectComponent result, WeaponPartsAchive partsAchive) { result.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail; result.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail; result.Muzzle = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle; result.Magazine = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine; result.Stock = result.Stock > 0 ? result.Stock : partsAchive.Stock; }
/// <summary> /// sync WeaponObjectComponent from WeaponScanStruct /// </summary> /// <param name="weaponSceneObject"></param> /// <param name="weaponInfo"></param> public static void FillPartList(this WeaponObjectComponent component, List <int> partList) { if (null == partList) { return; } partList.Clear(); if (component.UpperRail > 0) { partList.Add(component.UpperRail); } if (component.LowerRail > 0) { partList.Add(component.LowerRail); } if (component.Magazine > 0) { partList.Add(component.Magazine); } if (component.Stock > 0) { partList.Add(component.Stock); } if (component.Muzzle > 0) { partList.Add(component.Muzzle); } if (component.SideRail > 0) { partList.Add(component.SideRail); } if (component.Bore > 0) { partList.Add(component.Bore); } if (component.Feed > 0) { partList.Add(component.Feed); } if (component.Trigger > 0) { partList.Add(component.Trigger); } if (component.Brake > 0) { partList.Add(component.Brake); } if (component.Interlock > 0) { partList.Add(component.Interlock); } }
public static List <int> CollectParts(this WeaponObjectComponent data) { var list = new List <int>(5); if (data.LowerRail > 0) { list.Add(data.LowerRail); } if (data.UpperRail > 0) { list.Add(data.UpperRail); } if (data.Muzzle > 0) { list.Add(data.Muzzle); } if (data.Magazine > 0) { list.Add(data.Magazine); } if (data.Stock > 0) { list.Add(data.Stock); } if (data.SideRail > 0) { list.Add(data.SideRail); } if (data.Bore > 0) { list.Add(data.Bore); } if (data.Feed > 0) { list.Add(data.Feed); } if (data.Trigger > 0) { list.Add(data.Trigger); } if (data.Interlock > 0) { list.Add(data.Interlock); } if (data.Brake > 0) { list.Add(data.Brake); } return(list); }
public static void ApplyParts(this WeaponObjectComponent result, WeaponPartsAchive partsAchive) { result.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail; result.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail; result.Muzzle = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle; result.Magazine = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine; result.Stock = result.Stock > 0 ? result.Stock : partsAchive.Stock; result.SideRail = result.SideRail > 0 ? result.SideRail : partsAchive.SideRail; result.Bore = result.Bore > 0 ? result.Bore : partsAchive.Bore; result.Feed = result.Feed > 0 ? result.Feed : partsAchive.Feed; result.Trigger = result.Trigger > 0 ? result.Trigger : partsAchive.Trigger; result.Interlock = result.Interlock > 0 ? result.Interlock : partsAchive.Interlock; result.Brake = result.Brake > 0 ? result.Brake : partsAchive.Brake; }
public static void SyncSelf(this WeaponObjectComponent weaponSceneObject, WeaponScanStruct weaponInfo) { weaponSceneObject.WeaponKey = WeaponUtil.IsWeaponKeyVaild(weaponInfo.WeaponKey)? weaponInfo.WeaponKey:EntityKey.Default; weaponSceneObject.ConfigId = weaponInfo.ConfigId; }