private void RefreshWeaponAppearance(EWeaponSlotType slot = EWeaponSlotType.Pointer) { if (slot == EWeaponSlotType.Pointer) { slot = HeldSlotType; } var weaponAgent = GetWeaponAgent(slot); if (weaponAgent.IsValid()) { WeaponPartsRefreshStruct refreshParams = new WeaponPartsRefreshStruct(); refreshParams.slot = slot; refreshParams.weaponInfo = weaponAgent.ComponentScan; // refreshParams.oldParts = new WeaponPartsStruct(); refreshParams.newParts = weaponAgent.PartsScan; refreshParams.armInPackage = true; RefreshWeaponModelAndParts(refreshParams); } else { //不移除C4 RelatedAppearence.RemoveC4(); WeaponInPackage pos = slot.ToWeaponInPackage(); RelatedAppearence.UnmountWeaponInPackage(pos); InteractController.InterruptCharactor(); } }
private void DoDrawEmptyWeaponInPackage(EWeaponSlotType slotType, bool interrupt) { WeaponInPackage pos = slotType.ToWeaponInPackage(); RelatedAppearence.UnmountWeaponInPackage(pos); if (interrupt) { InteractController.InterruptCharactor(); } }