protected void SetupEquipWeapons(EquipWeapons equipWeapons) { mustReleaseFireKey = false; currentCrosshairSetting = PlayerCharacterEntity.GetCrosshairSetting(); rightHandWeapon = equipWeapons.rightHand.GetWeaponItem(); leftHandWeapon = equipWeapons.leftHand.GetWeaponItem(); // Weapon ability will be able to use when equip weapon at main-hand only if (rightHandWeapon != null && leftHandWeapon == null) { if (rightHandWeapon.weaponAbility != weaponAbility) { if (weaponAbility != null) { weaponAbility.ForceDeactivated(); } weaponAbility = rightHandWeapon.weaponAbility; weaponAbility.Setup(this); weaponAbilityState = WeaponAbilityState.Deactivated; } } else { if (weaponAbility != null) { weaponAbility.ForceDeactivated(); } weaponAbility = null; weaponAbilityState = WeaponAbilityState.Deactivated; } }
private void UpdateCrosshair(CrosshairSetting setting, float power) { if (crosshairRect == null) { return; } crosshairRect.gameObject.SetActive(!setting.hidden); currentCrosshairSize = crosshairRect.sizeDelta; // Change crosshair size by power currentCrosshairSize.x += power; currentCrosshairSize.y += power; // Set crosshair size crosshairRect.sizeDelta = new Vector2(Mathf.Clamp(currentCrosshairSize.x, setting.minSpread, setting.maxSpread), Mathf.Clamp(currentCrosshairSize.y, setting.minSpread, setting.maxSpread)); }