void StartReload(int finalAmmo) { busy = true; busyDelay = 2f; OnBusyEnd loadAmmo = () => { ammo = finalAmmo; }; busyEndHandler = loadAmmo; }
private void StartSwing() { speaker.PlayEffect(Sound.Effects.FistSwing); busy = true; busyDelay = 0.5f; OnBusyEnd endSwing = EndSwing; busyEndHandler = endSwing; swinging = true; Translation = forwardPosition; }
void StartReload(List <ItemData> newAmmo) { busy = true; busyDelay = 2f; OnBusyEnd loadAmmo = () => { foreach (ItemData ammo in newAmmo) { inventory.StoreItemData(ammo); } }; busyEndHandler = loadAmmo; }
public void StartSwing() { speaker.PlayEffect(Sound.Effects.FistSwing); busy = true; busyDelay = swingSpeed; OnBusyEnd endSwing = EndSwing; busyEndHandler = endSwing; swinging = true; Translation = forwardPosition; SetCollision(true); }
void StartReload() { if (!ReloadNeeded()) { return; } speaker.PlayEffect(Sound.Effects.RifleReload); busy = true; busyDelay = reloadDelay; OnBusyEnd loadAmmo = () => { Reload(); }; busyEndHandler = loadAmmo; }