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)); } }
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)); } }