public int RandomSubWeapon(AnvilWeapon weapon) { List <int> list = new List <int>(); for (int i = 0; i < weapon.m_Events.Count; i++) { if (i != weapon.m_CurrentWeaponIndex) { list.Add(i); } } int num2 = UnityEngine.Random.Range(0, list.Count); weapon.m_CurrentWeaponIndex = list[num2]; return(list[num2]); }
public void RandomWeaponEvent() { List <int> list = new List <int>(); for (int i = 0; i < this.m_Weapons.Count; i++) { if (i != this.m_LastWeaponIndex) { list.Add(i); } } if ((this.m_Weapons.Count > 0) && (list.Count > 0)) { int num2 = UnityEngine.Random.Range(0, list.Count); AnvilWeapon weapon = this.m_Weapons[list[num2]]; this.m_LastWeaponIndex = list[num2]; weapon.m_FSM.SendEvent(weapon.m_Events[this.RandomSubWeapon(weapon)]); } }
public int RandomSubWeapon(AnvilWeapon weapon) { object[] objArray1 = new object[] { weapon }; return(base.method_11 <int>("RandomSubWeapon", objArray1)); }