Exemplo n.º 1
0
        public static List <int> CollectParts(this WeaponObjectComponent data)
        {
            var list = new List <int>(5);

            if (data.LowerRail > 0)
            {
                list.Add(data.LowerRail);
            }
            if (data.UpperRail > 0)
            {
                list.Add(data.UpperRail);
            }
            if (data.Muzzle > 0)
            {
                list.Add(data.Muzzle);
            }
            if (data.Magazine > 0)
            {
                list.Add(data.Magazine);
            }
            if (data.Stock > 0)
            {
                list.Add(data.Stock);
            }
            return(list);
        }
Exemplo n.º 2
0
        /// <summary>
        /// sync WeaponObjectComponent from WeaponScanStruct
        /// </summary>
        /// <param name="weaponSceneObject"></param>
        /// <param name="weaponInfo"></param>

        public static void FillPartList(this WeaponObjectComponent component, List <int> partList)
        {
            if (null == partList)
            {
                return;
            }
            partList.Clear();
            if (component.UpperRail > 0)
            {
                partList.Add(component.UpperRail);
            }
            if (component.LowerRail > 0)
            {
                partList.Add(component.LowerRail);
            }
            if (component.Magazine > 0)
            {
                partList.Add(component.Magazine);
            }
            if (component.Stock > 0)
            {
                partList.Add(component.Stock);
            }
            if (component.Muzzle > 0)
            {
                partList.Add(component.Muzzle);
            }
        }
Exemplo n.º 3
0
 public static void ApplyParts(this WeaponObjectComponent result, WeaponPartsAchive partsAchive)
 {
     result.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail;
     result.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail;
     result.Muzzle    = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle;
     result.Magazine  = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine;
     result.Stock     = result.Stock > 0 ? result.Stock : partsAchive.Stock;
 }
Exemplo n.º 4
0
 /// <summary>
 /// sync WeaponObjectComponent from WeaponScanStruct
 /// </summary>
 /// <param name="weaponSceneObject"></param>
 /// <param name="weaponInfo"></param>
 public static void FillPartList(this WeaponObjectComponent component, List <int> partList)
 {
     if (null == partList)
     {
         return;
     }
     partList.Clear();
     if (component.UpperRail > 0)
     {
         partList.Add(component.UpperRail);
     }
     if (component.LowerRail > 0)
     {
         partList.Add(component.LowerRail);
     }
     if (component.Magazine > 0)
     {
         partList.Add(component.Magazine);
     }
     if (component.Stock > 0)
     {
         partList.Add(component.Stock);
     }
     if (component.Muzzle > 0)
     {
         partList.Add(component.Muzzle);
     }
     if (component.SideRail > 0)
     {
         partList.Add(component.SideRail);
     }
     if (component.Bore > 0)
     {
         partList.Add(component.Bore);
     }
     if (component.Feed > 0)
     {
         partList.Add(component.Feed);
     }
     if (component.Trigger > 0)
     {
         partList.Add(component.Trigger);
     }
     if (component.Brake > 0)
     {
         partList.Add(component.Brake);
     }
     if (component.Interlock > 0)
     {
         partList.Add(component.Interlock);
     }
 }
Exemplo n.º 5
0
        public static List <int> CollectParts(this WeaponObjectComponent data)
        {
            var list = new List <int>(5);

            if (data.LowerRail > 0)
            {
                list.Add(data.LowerRail);
            }
            if (data.UpperRail > 0)
            {
                list.Add(data.UpperRail);
            }
            if (data.Muzzle > 0)
            {
                list.Add(data.Muzzle);
            }
            if (data.Magazine > 0)
            {
                list.Add(data.Magazine);
            }
            if (data.Stock > 0)
            {
                list.Add(data.Stock);
            }
            if (data.SideRail > 0)
            {
                list.Add(data.SideRail);
            }
            if (data.Bore > 0)
            {
                list.Add(data.Bore);
            }
            if (data.Feed > 0)
            {
                list.Add(data.Feed);
            }
            if (data.Trigger > 0)
            {
                list.Add(data.Trigger);
            }
            if (data.Interlock > 0)
            {
                list.Add(data.Interlock);
            }
            if (data.Brake > 0)
            {
                list.Add(data.Brake);
            }
            return(list);
        }
Exemplo n.º 6
0
 public static void ApplyParts(this WeaponObjectComponent result, WeaponPartsAchive partsAchive)
 {
     result.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail;
     result.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail;
     result.Muzzle    = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle;
     result.Magazine  = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine;
     result.Stock     = result.Stock > 0 ? result.Stock : partsAchive.Stock;
     result.SideRail  = result.SideRail > 0 ? result.SideRail : partsAchive.SideRail;
     result.Bore      = result.Bore > 0 ? result.Bore : partsAchive.Bore;
     result.Feed      = result.Feed > 0 ? result.Feed : partsAchive.Feed;
     result.Trigger   = result.Trigger > 0 ? result.Trigger : partsAchive.Trigger;
     result.Interlock = result.Interlock > 0 ? result.Interlock : partsAchive.Interlock;
     result.Brake     = result.Brake > 0 ? result.Brake : partsAchive.Brake;
 }
Exemplo n.º 7
0
 public static void SyncSelf(this WeaponObjectComponent weaponSceneObject, WeaponScanStruct weaponInfo)
 {
     weaponSceneObject.WeaponKey = WeaponUtil.IsWeaponKeyVaild(weaponInfo.WeaponKey)? weaponInfo.WeaponKey:EntityKey.Default;
     weaponSceneObject.ConfigId  = weaponInfo.ConfigId;
 }