示例#1
0
 public void UpdateDataBeforeHit(SendHitToServerEvent e, HitNode weapon, [JoinSelf] SingleNode <ShootableComponent> node)
 {
     if (this.HasHit(e.TargetingData, weapon.streamHitConfig))
     {
         this.UpdateHitData(weapon, e.TargetingData, true);
     }
 }
示例#2
0
        public void SendHitToServer(SendHitToServerEvent e, UnblockedWeaponNode weapon)
        {
            SelfHitEvent eventInstance = new SelfHitEvent(e.Targets, e.StaticHit)
            {
                ShotId = weapon.shotId.ShotId
            };

            base.ScheduleEvent(eventInstance, weapon);
        }
示例#3
0
 public void SendHitToServer(SendHitToServerEvent e, ShaftNode weapon)
 {
     if (e.TargetingData.BestDirection.HasAnyHit())
     {
         SelfShaftAimingHitEvent eventInstance = new SelfShaftAimingHitEvent(HitTargetAdapter.Adapt(e.TargetingData.BestDirection.Targets), e.TargetingData.BestDirection.StaticHit)
         {
             HitPower = 0f
         };
         base.ScheduleEvent(eventInstance, weapon);
     }
 }
示例#4
0
 public void UpdateExistenceBeforeHit(SendHitToServerEvent e, CheckingNode weapon, [JoinSelf] SingleNode <ShootableComponent> node)
 {
     this.UpdateHitExistence(e.TargetingData, weapon);
 }