///<summary> ///deploy/carry/mount/hold weapon ///</summary> ///<param name="weapon">weapon to hold</param> public void HoldWeapon(Weapon weapon) { if (null == weapon && null != _currentWeapon) { UnmountShape(_currentWeapon); _currentWeapon = null; } else if (weapon != null) { //TODO: need more weapon models switch (weapon.WeaponType) { case WeaponTypes.Railgun: if (null == _gl) { _gl = new GrenadeLauncher(); } _currentWeapon = _gl; break; case WeaponTypes.RocketLauncher: if (null == _gl) { _gl = new GrenadeLauncher(); } _currentWeapon = _gl; break; case WeaponTypes.Shotgun: if (null == _rifle) { _rifle = new Rifle(); } _currentWeapon = _rifle; break; //case WeaponTypes.Blaster: default: if (null == _rifle) { _rifle = new Rifle(); } _currentWeapon = _rifle; break; } MountShape(_currentWeapon, "Mount0"); } }
///<summary> ///deploy/carry/mount/hold weapon ///</summary> ///<param name="weapon">weapon to hold</param> public void HoldWeapon(Weapon weapon) { ((IBotSceneObject) SceneObject).HoldWeapon(weapon); }
///<summary> ///deploy/carry/mount/hold weapon ///</summary> ///<param name="weapon">weapon to hold</param> public void HoldWeapon(Weapon weapon) { //if (null == weapon && null != _currentWeapon) //{ // _currentWeapon = null; //} //else if (weapon != null) //{ // //TODO: need more weapon models // switch (weapon.WeaponType) // { // case WeaponTypes.Railgun: // break; // case WeaponTypes.RocketLauncher: // break; // case WeaponTypes.Shotgun: // break; // //case WeaponTypes.Blaster: // default: // break; // } //} }