public Transform GetFixer(string characterName, WeaponFixerTypes fixerType) { foreach (var item0 in characterFixHolders) { if (/*item0.characterName == characterName*/ characterName.Contains(item0.characterName)) { switch (fixerType) { case WeaponFixerTypes.AnimRightHand: return(item0.allFixHolders.animRightHand); case WeaponFixerTypes.AimSight: return(item0.allFixHolders.aimSight); case WeaponFixerTypes.AimHipFire: return(item0.allFixHolders.aimHipFire); case WeaponFixerTypes.AimCover: return(item0.allFixHolders.aimCover); case WeaponFixerTypes.LeftHandle: return(item0.allFixHolders.leftHandle); case WeaponFixerTypes.LeftHandClip: return(item0.allFixHolders.leftHandClip); } } } switch (fixerType) { case WeaponFixerTypes.AnimRightHand: return(otherFixers.animRightHand); case WeaponFixerTypes.AimSight: return(otherFixers.aimSight); case WeaponFixerTypes.AimHipFire: return(otherFixers.aimHipFire); case WeaponFixerTypes.AimCover: return(otherFixers.aimCover); case WeaponFixerTypes.LeftHandle: return(otherFixers.leftHandle); case WeaponFixerTypes.LeftHandClip: return(otherFixers.leftHandClip); default: return(null); } }
public void SetFixersForType(List <WeaponFixersSingleType> fixers, WeaponFixerTypes fixerType) { foreach (var item in characterFixHolders) { foreach (var item1 in fixers) { if (item.characterName == item1.characterName) { switch (fixerType) { case WeaponFixerTypes.AnimRightHand: item.allFixHolders.animRightHand = item1.fixerTransform; break; case WeaponFixerTypes.AimSight: item.allFixHolders.aimSight = item1.fixerTransform; break; case WeaponFixerTypes.AimHipFire: item.allFixHolders.aimHipFire = item1.fixerTransform; break; case WeaponFixerTypes.AimCover: item.allFixHolders.aimCover = item1.fixerTransform; break; case WeaponFixerTypes.LeftHandle: item.allFixHolders.leftHandle = item1.fixerTransform; break; case WeaponFixerTypes.LeftHandClip: item.allFixHolders.leftHandClip = item1.fixerTransform; break; default: break; } } } } }
public List <WeaponFixersSingleType> GetFixersForType(WeaponFixerTypes fixerType) { List <WeaponFixersSingleType> fixersRetVal = new List <WeaponFixersSingleType>(); foreach (var fixerForChar in characterFixHolders) { switch (fixerType) { case WeaponFixerTypes.AnimRightHand: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.animRightHand)); break; case WeaponFixerTypes.AimSight: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.aimSight)); break; case WeaponFixerTypes.AimHipFire: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.aimHipFire)); break; case WeaponFixerTypes.AimCover: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.aimCover)); break; case WeaponFixerTypes.LeftHandle: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.leftHandle)); break; case WeaponFixerTypes.LeftHandClip: fixersRetVal.Add(new WeaponFixersSingleType(fixerForChar.characterName, fixerForChar.allFixHolders.leftHandClip)); break; default: break; } } return(fixersRetVal); }