Пример #1
0
    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;
        }
    }
Пример #2
0
 public void OnStopFiring(GameEntity entity, OnStoppedFiringEventArgs args)
 {
     isFiring = false;
     foreach (var weapon in weaponSlots.SelectMany(slot => slot.weapons))
     {
         weapon.OnStopFiring(entity, args);
     }
 }