private EWeaponSlotType GetMatchSlot(EWeaponType weaponType) { switch (weaponType) { case EWeaponType.PrimeWeapon: var hasPrime = _weaponBagLogic.HasWeaponInSlot(EWeaponSlotType.PrimeWeapon1); if (hasPrime && _weaponSlotController.IsSlotValid(EWeaponSlotType.PrimeWeapon2)) { return(EWeaponSlotType.PrimeWeapon2); } else { return(EWeaponSlotType.PrimeWeapon1); } default: return(weaponType.ToWeaponSlot()); } }
public bool IsSlotValid(EWeaponSlotType slot) { return(_weaponSlotController.IsSlotValid(slot)); }