public void OnStopFiring(GameEntity entity, OnStoppedFiringEventArgs args) { if (isFiring == false) { return; } if (baseWindDown == 0) { StopFiring(); } else if (baseWindDown == -1) { if (hasFiredThisFiringCycle == false) { if (gameObject.activeInHierarchy == false) { return; } windDown = baseWindUp - windUp + baseChargeUp - chargeUp + Time.deltaTime; } else { StopFiring(); } } else { windDown = baseWindDown; } }
public void OnStopFiring(GameEntity entity, OnStoppedFiringEventArgs args) { isFiring = false; foreach (var weapon in weaponSlots.SelectMany(slot => slot.weapons)) { weapon.OnStopFiring(entity, args); } }