private IEnumerator FireCooldown(float fireRate, ViewUiWeaponItem item) { var endTime = Time.time + fireRate; while (endTime > Time.time) { item.ImageCooldown.fillAmount = 1f - (endTime - Time.time) / fireRate; yield return(null); } item.ImageCooldown.fillAmount = 0f; }
private void OnPlayerCreated(Entity player) { _weapons = player.getComponent <WeaponsComponent>(); foreach (var weapon in _weapons.Weapons) { AddWeapon(weapon.Type); } _currentWeaponItem = GetItemByWeaponType(_weapons.CurrentWeaponView.Type); MarkSelect(_currentWeaponItem, true); }
private void OnWeaponSwitch(EWeaponType weaponType) { MarkSelect(_currentWeaponItem, false); _currentWeaponItem = GetItemByWeaponType(weaponType); MarkSelect(_currentWeaponItem, true); }
private void MarkSelect(ViewUiWeaponItem item, bool value) { item.SelectedBackGround.gameObject.SetActive(value); }