protected override ModelConditionFlag[] GetModelConditionFlags(int weaponIndex) => new[] { ModelConditionFlagUtility.GetFiringFlag(weaponIndex), ModelConditionFlagUtility.GetFiringOrPreAttackFlag(weaponIndex), ModelConditionFlagUtility.GetFiringOrReloadingFlag(weaponIndex) };
internal Weapon( GameObject gameObject, WeaponTemplate weaponTemplate, int weaponIndex, WeaponSlot slot, AudioSystem audioSystem, AssetLoadContext assetLoadContext) { _gameObject = gameObject; _weaponTemplate = weaponTemplate; _weaponIndex = weaponIndex; Slot = slot; FillClip(); var nuggets = new List <WeaponEffectNugget>(); foreach (var nuggetData in weaponTemplate.Nuggets) { var nugget = nuggetData.CreateNugget(this); if (nugget != null) // TODO: This should never be null. { nuggets.Add(nugget); } } Nuggets = nuggets.ToArray(); _stateMachine = new WeaponStateMachine( new WeaponStateContext( gameObject, this, weaponTemplate, weaponIndex, audioSystem, assetLoadContext)); _usingFlag = ModelConditionFlagUtility.GetUsingWeaponFlag(weaponIndex); }
internal Weapon( GameObject gameObject, WeaponTemplate weaponTemplate, int weaponIndex, WeaponSlot slot, GameContext gameContext) { ParentGameObject = gameObject; Template = weaponTemplate; WeaponIndex = weaponIndex; Slot = slot; FillClip(); _stateMachine = new WeaponStateMachine( new WeaponStateContext( gameObject, this, gameContext)); _usingFlag = ModelConditionFlagUtility.GetUsingWeaponFlag(weaponIndex); }
protected override ModelConditionFlag[] GetModelConditionFlags(int weaponIndex) => new[] { ModelConditionFlagUtility.GetBetweenFiringShotsFlag(weaponIndex) };