/// <summary> /// Time to wait before storing the weapon /// </summary> /// <param name="rSeconds">Seconds to wait</param> private IEnumerator WaitAndStoreEquipment(float rSeconds) { //if (mCombatant.SecondaryWeapon != null) { yield return(new WaitForSeconds(rSeconds)); mBasicInventory.StoreWeaponSet(); } }
internal override string Tick() { if (m_Combatant.PrimaryWeapon != null) { m_InventorySource.StoreWeaponSet(); m_IsMotionActive = true; return(""); } return("Equip motion is already active."); }
void Store() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } mBasicInventory = go.GetComponent <BasicInventory>(); if (mBasicInventory != null) { mBasicInventory.StoreWeaponSet(-1); } }