Пример #1
0
 void OnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped)
 {
     if (_equipped)
     {
         UpdateWeaponUiGameObjects(_eType);
     }
 }
 void OnWeaponTypeChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped)
 {
     if (_equipped)
     {
         SetEquippedItem(GetTPSItemFromWeaponType(_weaponType));
     }
 }
Пример #3
0
        void HandleWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped)
        {
            switch (_eType)
            {
            case EEquipType.Primary:
                if (_weaponType != myCharacterStats.PrimaryWeapon)
                {
                    myCharacterStats.PrimaryWeapon = _weaponType;
                }
                break;

            case EEquipType.Secondary:
                if (_weaponType != myCharacterStats.SecondaryWeapon)
                {
                    myCharacterStats.SecondaryWeapon = _weaponType;
                }
                break;

            default:
                break;
            }
        }
        public virtual void CallOnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped)
        {
            //If MyEquippedWeaponType Hasn't Been Set, Do Not Update MyUnequippedWeaponType
            if (MyEquippedWeaponType != EWeaponType.NoWeaponType)
            {
                MyUnequippedWeaponType = MyEquippedWeaponType;
            }
            MyEquippedWeaponType = _weaponType;
            if (globalStatHandler &&
                globalStatHandler.WeaponStatDictionary.ContainsKey(MyEquippedWeaponType) &&
                globalStatHandler.WeaponStatDictionary.ContainsKey(MyUnequippedWeaponType))
            {
                MyEquippedWeaponIcon =
                    globalStatHandler.WeaponStatDictionary
                    [MyEquippedWeaponType].WeaponIcon;
                if (MyUnequippedWeaponType != EWeaponType.NoWeaponType)
                {
                    MyUnequippedWeaponIcon =
                        globalStatHandler.WeaponStatDictionary
                        [MyUnequippedWeaponType].WeaponIcon;
                }
            }

            if (OnWeaponChanged != null)
            {
                OnWeaponChanged(_eType, _weaponType, _wUsage, _equipped);
            }
        }
 protected virtual void OnWeaponChanged(EEquipType _eType, EWeaponType _weaponType, EWeaponUsage _wUsage, bool _equipped)
 {
     if (IsInvoking("UpdateBattleBehavior"))
     {
         bool       _commandAttackRestart = myEventHandler.bIsCommandAttacking ? true : false;
         AllyMember _currentTargetRestart = currentTargettedEnemy;
         myEventHandler.CallEventFinishedMoving();
         myEventHandler.CallEventStopTargettingEnemy();
         StartCoroutine(OnWeaponChangedDelay(_commandAttackRestart, _currentTargetRestart));
     }
 }