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();
 }
Пример #2
0
        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;
            }
        }
Пример #3
0
        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);
        }
Пример #4
0
 internal Single GetBoost(ReloadTier tier) => tier switch
 {