internal void ForceReload(ReloadTier tier) { this._needsToStartReload = false; this._autoReloadPerfect = false; this.currentReloadTier = tier; SoundModule.PlayLoad(this.secondarySlot.gameObject, tier); this.isReloading = false; this.skillSlot.stock = Mathf.Max(this.skillSlot.stock, Mathf.Min(this.skillSlot.stock + this.def.stockToReload, this.def.actualMaxStock)); this.body.ForceStopReload(); this.UpdateCrosshair(); }
internal void ModifyBullet(ExpandableBulletAttack bullet, ReloadTier tier) { switch (tier) { default: #if ASSERT Log.Error("Unknown reload tier"); #endif bullet.damage *= this.badMult; break; case ReloadTier.Bad: bullet.damage *= this.badMult; break; case ReloadTier.Good: bullet.damage *= this.goodMult; break; case ReloadTier.Perfect: bullet.damage *= this.perfectMult; break; } }
internal static void PlayLoad(GameObject source, ReloadTier reloadTier) { var id = AkSoundEngine.PostEvent(reloadTier.GetSound(), source); _ = AkSoundEngine.SetRTPCValueByPlayingID(Sounds.Sniper_Volume_ALL.ID(), ConfigModule.sfxVolume, id); }
internal Single GetBoost(ReloadTier tier) => tier switch {