Пример #1
0
        // Handle selection effect and grid updates
        private void ItemSwitched(ItemEquippable item)
        {
            DividedBarShaderController UIBar = null;

            foreach (DividedBarShaderController d in UIMappings.Values)
            {
                d.SetUnselected();
            }
            UIMappings.TryGetValue(item.ItemDataBlock.inventorySlot, out UIBar);

            if (UIBar)
            {
                UIBar.SetSelected();
            }

            if (ItemEquippableEvents.IsCurrentItemShootableWeapon())
            {
                //Debug.Log("Item changed event: " + "MaxAmmo: " + item.GetMaxClip() + " Current ammo: " + item.GetCurrentClip() + " Inventory slot: " + item.ItemDataBlock.inventorySlot);
                BulletsInMag.maxAmmo     = item.GetMaxClip();
                BulletsInMag.currentAmmo = item.GetCurrentClip();
                BulletsInMag.UpdateAmmoGridDivisions();
                BulletsInMag.inventorySlot = item.ItemDataBlock.inventorySlot;
            }
            else
            {
                BulletsInMag.currentAmmo = 0;
                BulletsInMag.UpdateShaderVals(1, 1);
            }
        }
Пример #2
0
        private void UpdateBulletGridDivisions(ItemEquippable item)
        {
            if (ItemEquippableEvents.IsCurrentItemShootableWeapon())
            {
                if (!VRConfig.configUseNumbersForAmmoDisplay.Value)
                {
                    m_bulletsInMagDisplay.MaxValue     = item.GetMaxClip();
                    m_bulletsInMagDisplay.CurrentValue = item.GetCurrentClip();
                    m_bulletsInMagDisplay.UpdateAmmoGridDivisions();
                }
            }
            else
            {
                m_bulletsInMagDisplay.CurrentValue = 0;
                m_bulletsInMagDisplay.UpdateShaderVals(1, 1);

                m_numberBulletsInMagDisplay.text = "";
                m_numberBulletsInMagDisplay.ForceMeshUpdate(false);
            }
        }