public WeaponUzi(WeaponModuleMethodsHolder weaponModuleMethodsHolder) : base(weaponModuleMethodsHolder) { WeaponModuleMethodsHolder = weaponModuleMethodsHolder; //WeaponVisuals = new WeaponVisuals(); EnumWeaponHoldType = EnumWeaponHoldType.Shotgun; }
public override void ExecuteAttack() { if (_iWeaponHasTimers.PrimaryPressedTimer > .1f) { WeaponModuleMethodsHolder.SetShotAnimation(); _iWeaponHasTimers.PrimaryPressedTimer = 0; } }
public WeaponFist(WeaponModuleMethodsHolder weaponModuleMethodsHolder) : base(weaponModuleMethodsHolder) { EnumWeaponType = EnumWeaponType.Fists; InstantiateMonoForThisWeapon(); WeaponModuleMethodsHolder = weaponModuleMethodsHolder; //WeaponVisuals = new WeaponVisuals(); PotencialAttacks.Add(new WeaponAttackFistHit(WeaponModuleMethodsHolder)); }
public WeaponPistol(WeaponModuleMethodsHolder weaponModuleMethodsHolder) : base(weaponModuleMethodsHolder) { EnumWeaponType = EnumWeaponType.Pistol; InstantiateMonoForThisWeapon(); WeaponModuleMethodsHolder = weaponModuleMethodsHolder; PotencialAttacks.Add(new WeaponAttackFireBullet(WeaponModuleMethodsHolder, this)); }
public override void WeaponDeselectedAction() { WeaponModuleMethodsHolder.SetAnimatorWeaponDeSelected(); Debug.Log("Uzi Hided!"); }
public WeaponAttackFireBullet(WeaponModuleMethodsHolder weaponModuleMethodsHolder, IWeaponHasTimers iWeaponHasTimers) : base(weaponModuleMethodsHolder) { WeaponModuleMethodsHolder = weaponModuleMethodsHolder; _iWeaponHasTimers = iWeaponHasTimers; }
public WeaponAttackBase(WeaponModuleMethodsHolder weaponModuleMethodsHolder) { WeaponModuleMethodsHolder = weaponModuleMethodsHolder; }
public override void ExecuteAttack() { WeaponModuleMethodsHolder.SetFistAnimation(); _weaponFist.HitTimerCurrent = 2f; }
public WeaponAttackFistHit(WeaponModuleMethodsHolder weaponModuleMethodsHolder) : base(weaponModuleMethodsHolder) { WeaponModuleMethodsHolder = weaponModuleMethodsHolder; }
public WeaponBase(WeaponModuleMethodsHolder weaponModuleMethodsHolder) { WeaponModuleMethodsHolder = weaponModuleMethodsHolder; InstantiateMonoForThisWeapon(); }