private IEnumerator ReloadWeapon(Unit.UnitController unit) { BulletsQuantityUnit bulletsQuantity = unit.bulletsQuantity; ShootingCheck shootingCheck = unit.shootingCheck; Animator animator = unit.animator; //m_LinkManager.shootingController.StopAllCoroutines(); shootingCheck.DisableShooting(); shootingCheck.isShoot = false; shootingCheck.isNoAmmo = true; shootingCheck.StopAllCoroutines(); animator.SetTrigger("ReloadGun"); m_AudioSource.PlayOneShot(m_SoundReload); yield return(new WaitForSeconds(bulletsQuantity.currentWeapon.ReloadTime)); if (!bulletsQuantity.currentWeapon.InfinityBullets) { bulletsQuantity.allBulletsWeapon -= bulletsQuantity.defaultBulletsInClip; } m_AudioSource.Stop(); bulletsQuantity.quantityBulletsInClip = bulletsQuantity.defaultBulletsInClip; SetUIWeaponParameters(unit); shootingCheck.isNoAmmo = false; shootingCheck.isShoot = true; }
public void ShootEnd() { shootingCheck.DisableShooting(); }