private void OnBoltForward() { GunSounds?.PlaySlideForward(); ChamberRound(); if (IsBulletChambered) { EnableChamberedRound(); } }
private void OnPumpPulledBack() { GunSounds?.PlaySlideBack(); EjectBullet(); if (_casingChambered) { EjectCasing(); _casingChambered = false; } }
private void OnChargingHandleReleased() { GunSounds?.PlaySlideForward(); ChamberRound(); if (Bolt) { Bolt.IsPushedBack = false; } if (IsBulletChambered) { EnableChamberedRound(); } }
private void OnChamberRound() { if (IsBulletChambered) { return; } GunSounds?.PlaySlideForward(); ChamberRound(); if (IsBulletChambered) { EnableChamberedRound(); } }
public virtual void SetupGunSounds() { GunSounds gun_sounds = weapon_prefab.GetComponent <GunSounds>(); WeaponSounds weapon_sounds = weapon_scriptable.weapon_sounds; if (gun_sounds == null) { gun_sounds = weapon_prefab.AddComponent <GunSounds>(); } gun_sounds.Eject = weapon_sounds.Eject; gun_sounds.Rechamber = weapon_sounds.Rechamber; gun_sounds.Pump = weapon_sounds.Pump; gun_sounds.Fire = weapon_sounds.Fire; gun_sounds.EmptyFire = weapon_sounds.EmptyFire; }