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