Пример #1
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 public void DefineSlot(WeaponSlotType slotType, WeaponAsset defaultWeaponAsset)
 {
     m_slotType = slotType;
     if (defaultWeaponAsset != null)
     {
         m_weaponAsset = defaultWeaponAsset;
     }
 }
Пример #2
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 public WeaponEquipPayload(IEquipable equipable, WeaponSlotType targetSlotType) : base(equipable)
 {
     this.targetSlotType = targetSlotType;
 }
Пример #3
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 public WeaponSlot(WeaponSlotType type)
 {
     this.type = type;
 }
Пример #4
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 public AllowedWeapon(string displayName, WeaponSlotType slotType, List <string> availableComponents, Tuple <Vector3, Vector3> attachmentExtra) : this(displayName, slotType, availableComponents)
 {
     AttachmentExtra = attachmentExtra;
 }
Пример #5
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 public AllowedWeapon(string displayName, WeaponSlotType slotType, Tuple <Vector3, Vector3> attachmentExtra) : this(displayName, slotType)
 {
     AttachmentExtra = attachmentExtra;
 }
Пример #6
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 public AllowedWeapon(string displayName, WeaponSlotType slotType, List <string> availableComponents) : this(displayName, slotType)
 {
     AvailableComponents = availableComponents.ConvertAll(c => Game.GenerateHash(c));
 }
Пример #7
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 public AllowedWeapon(string displayName, WeaponSlotType slotType)
 {
     DisplayName = displayName;
     SlotType    = slotType;
 }
Пример #8
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 protected Weapon(WeaponSlotType slotType, float maxFireWaitTime, MinMax powerConsumption, float powerBufferSize)
     : base(powerConsumption, powerBufferSize)
 {
     SlotType        = slotType;
     MaxFireWaitTime = maxFireWaitTime;
 }
Пример #9
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 public Laser(WeaponSlotType slotType, float maxFireWaitTime, MinMax powerUsage, float powerUsagePerShot,
              float powerBufferSize) : base(slotType, maxFireWaitTime, powerUsage, powerBufferSize)
 {
     this.slotType          = slotType;
     this.powerUsagePerShot = powerUsagePerShot;
 }