public void AddWeaponDeployer(PhysicsWeaponDeployer deployer) { WeaponDeployers.Add(deployer); WeaponPower = ActiveWeaponDeployer.PowerValue; currentDeployerIndex = WeaponDeployers.Count - 1; if (WeaponDeployerAdded != null) WeaponDeployerAdded(); if (WeaponPowerChanged != null) WeaponPowerChanged(); }
public void RemoveWeaponDeployer(PhysicsWeaponDeployer deployer) { var deletedIndex = WeaponDeployers.IndexOf(deployer); if (currentDeployerIndex >= deletedIndex) SwitchWeapon(-1); if (currentDeployerIndex > 0) WeaponPower = ActiveWeaponDeployer.PowerValue; WeaponDeployers.Remove(deployer); if (WeaponDeployerRemoved != null) WeaponDeployerRemoved(); }