public virtual void ApplyData_Weapon(FECgWeaponSlot slot, MCgData_Weapon data, MCgData_WeaponMaterialSkin skin, bool isEquipped = true) { _Reset(); WeaponSlot = slot; WeaponIndex = slot.Value; MyData_Weapon = data; MCgData_ProjectileWeapon data_weapon = (MCgData_ProjectileWeapon)data; GripType = data_weapon.GetGripType(); MyData_WeaponMaterialSkin = skin; bEquipped = isEquipped; CurrentState = IdleState; LastState = CurrentState; // UseMeshLow #if UNITY_EDITOR /* * // In Editor Preview Window * if (UCsCommon::IsPlayInEditorPreview(GetWorld())) * { * } * // In Game * else */ #endif // #if UNITY_EDITOR { //UseMesh3PLow = false;// Pawn->UseMesh3PLow && InData->HasMesh3PLow; } SetMesh(); AttachMeshToPawn(); //SetMultiValueMembers(); OnApplyData_Weapon_Event.Broadcast(WeaponSlot); }
public T GetData_Weapon <T>(FECgWeaponSlot slot) where T : MCgData_Weapon { return((T)GetData_Weapon(slot)); }
public MCgData_Weapon GetData_Weapon(FECgWeaponSlot slot) { return(Data_Weapons[slot.Value]); }
public MCgWeapon GetWeapon(FECgWeaponSlot slot) { return(Weapons[slot.Value]); }