public Vector2 GetFramesByGunName(SoldierGunsName _gunName) { switch (_gunName) { case SoldierGunsName.SpringField: return(SpringFieldFrames); case SoldierGunsName.MP18: return(MP18Frames); } return(new Vector2(0, 0)); }
// public Vector3 GetRaycastOffsetForGun(SoldierGunsName _gunName) { switch (_gunName) { case SoldierGunsName.SpringField: return(SpringFieldRaycastOffset); case SoldierGunsName.MP18: return(MP18RaycastOffset); } return(Vector3.zero); }
public void InitGun(SoldierGun gunInfo) { name = gunInfo.name; bullet = gunInfo.bullet; range = gunInfo.range; magazineCountMin = gunInfo.magazineCountMin; magaznieCountMax = gunInfo.magaznieCountMax; fireTimeMin = gunInfo.fireTimeMin; fireTimeMax = gunInfo.fireTimeMax; fireLoopBulletCountMin = gunInfo.fireLoopBulletCountMin; fireLoopBulletCountMax = gunInfo.fireLoopBulletCountMax; betweenFireLoopsTimeMin = gunInfo.betweenFireLoopsTimeMin; betweenFireLoopsTimeMax = gunInfo.betweenFireLoopsTimeMax; soundsFire = gunInfo.soundsFire; soundsReload = gunInfo.soundsReload; }
public Vector3 GetLeanRightRaycastOffsetForGun(SoldierGunsName _gunName) { return(leanRightRaycastOffset); }