public void SendShot(ShotPrepareEvent evt, NotUnblockedHammerNode hammer) { SelfHammerShotEvent eventInstance = new SelfHammerShotEvent { RandomSeed = hammer.hammerPelletCone.ShotSeed }; eventInstance.ShotDirection = new MuzzleLogicAccessor(hammer.muzzlePoint, hammer.weaponInstance).GetFireDirectionWorld(); base.ScheduleEvent(eventInstance, hammer); }
public void SendShot(SendShotToServerEvent evt, UnblockedHammerNode hammer) { SelfHammerShotEvent eventInstance = new SelfHammerShotEvent { RandomSeed = hammer.hammerPelletCone.ShotSeed, ShotDirection = evt.TargetingData.BestDirection.Dir }; base.ScheduleEvent(eventInstance, hammer); }
public void DrawHammerHitDecalsSelf(SelfHammerShotEvent evt, PelletThrowingGraphicsNode weapon, [JoinAll] SingleNode <DecalManagerComponent> decalManagerNode, [JoinAll] SingleNode <DecalSettingsComponent> settings) { this.DrawHammerHitDecals(evt.ShotDirection, weapon, decalManagerNode, settings.component); }
public void SetShotFrame(SelfHammerShotEvent e, HammerNode hammer) { hammer.hammerPelletCone.ShotSeed = Time.frameCount; }
public void InstantiatePellets(SelfHammerShotEvent evt, PelletThrowingGraphicsNode weapon) { InstantiatePelletsByBaseEvent(evt.ShotDirection, weapon); }