示例#1
0
        public void PalmRound(FVRFireArmRound round, bool insertAtFront, bool updateDisplay, int addAtIndex = 0)
        {
            SM.PlayHandlingGrabSound(this.HandlingGrabSound, base.transform.position, false);
            patch_FVRFireArmRound.ProxyRound proxyRound = new patch_FVRFireArmRound.ProxyRound();
            GameObject gameObject = new GameObject("Proxy");

            proxyRound.GO = gameObject;
            gameObject.transform.SetParent(base.transform);
            proxyRound.Filter        = gameObject.AddComponent <MeshFilter>();
            proxyRound.Renderer      = gameObject.AddComponent <MeshRenderer>();
            proxyRound.Class         = round.RoundClass;
            proxyRound.Type          = round.RoundType;
            proxyRound.ObjectWrapper = round.ObjectWrapper;
            if (insertAtFront)
            {
                for (int i = this.ProxyRounds.Count - 1; i >= 1; i--)
                {
                    this.ProxyRounds[i] = this.ProxyRounds[i - 1];
                }
                this.ProxyRounds[0] = proxyRound;
            }
            else
            {
                this.ProxyRounds.Add(proxyRound);
            }
            this.HoveredOverRound = null;
            UnityEngine.Object.Destroy(round.gameObject);
            if (updateDisplay)
            {
                this.UpdateProxyDisplay();
            }
        }
示例#2
0
        public void AddProxy(FireArmRoundClass roundClass, FVRObject prefabWrapper)
        {
            patch_FVRFireArmRound.ProxyRound proxyRound = new patch_FVRFireArmRound.ProxyRound();
            GameObject gameObject = new GameObject("Proxy");

            proxyRound.GO = gameObject;
            gameObject.transform.SetParent(base.transform);
            proxyRound.Filter        = gameObject.AddComponent <MeshFilter>();
            proxyRound.Renderer      = gameObject.AddComponent <MeshRenderer>();
            proxyRound.Class         = roundClass;
            proxyRound.Type          = prefabWrapper.GetGameObject().GetComponent <FVRFireArmRound>().RoundType;
            proxyRound.ObjectWrapper = prefabWrapper;
            this.ProxyRounds.Add(proxyRound);
        }