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| string | AmmoID |
| | the AmmoID that matches the one on the ammo this weapon should use
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| string | AmmoInventoryName = "MainInventory" |
| | the name of the inventory where the system should look for ammo
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| int | MaxAmmo = 100 |
| | the theoretical maximum of ammo
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| bool | ShouldLoadOnStart = true |
| | if this is true, everytime you equip this weapon, it'll auto fill with ammo
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| bool | ShouldEmptyOnSave = true |
| | if this is true, everytime you equip this weapon, it'll auto fill with ammo
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| int | CurrentAmmoAvailable |
| | the current amount of ammo available in the inventory
|
◆ ConsumeAmmo()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.ConsumeAmmo |
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◆ DelayedRefreshCurrentAmmoAvailable()
| IEnumerator MoreMountains.CorgiEngine.WeaponAmmo.DelayedRefreshCurrentAmmoAvailable |
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protected |
◆ EmptyMagazine()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.EmptyMagazine |
( |
bool | shouldSave | ) |
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virtual |
Empties the weapon's magazine and puts the ammo back in the inventory.
◆ EnoughAmmoToFire()
| virtual bool MoreMountains.CorgiEngine.WeaponAmmo.EnoughAmmoToFire |
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◆ FillWeaponWithAmmo()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.FillWeaponWithAmmo |
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◆ LoadOnStart()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.LoadOnStart |
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protectedvirtual |
◆ OnDestroy()
| void MoreMountains.CorgiEngine.WeaponAmmo.OnDestroy |
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protected |
◆ OnDisable()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.OnDisable |
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protectedvirtual |
On disable, we stop listening for MMGameEvents. You may want to extend that to stop listening to other types of events.
◆ OnEnable()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.OnEnable |
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| ) |
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protectedvirtual |
On enable, we start listening for MMGameEvents. You may want to extend that to listen to other types of events.
◆ OnMMEvent() [1/3]
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.OnMMEvent |
( |
MMGameEvent | gameEvent | ) |
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virtual |
Grabs inventory events and refreshes ammo if needed.
- Parameters
-
◆ OnMMEvent() [2/3]
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.OnMMEvent |
( |
MMInventoryEvent | inventoryEvent | ) |
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virtual |
On pick we refresh our ammo if needed.
- Parameters
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◆ OnMMEvent() [3/3]
◆ RefreshCurrentAmmoAvailable()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.RefreshCurrentAmmoAvailable |
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protectedvirtual |
◆ Start()
| virtual void MoreMountains.CorgiEngine.WeaponAmmo.Start |
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| ) |
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protectedvirtual |
◆ _ammoItem
◆ _emptied
| bool MoreMountains.CorgiEngine.WeaponAmmo._emptied = false |
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protected |
◆ _weapon
| Weapon MoreMountains.CorgiEngine.WeaponAmmo._weapon |
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protected |
◆ AmmoID
| string MoreMountains.CorgiEngine.WeaponAmmo.AmmoID |
the AmmoID that matches the one on the ammo this weapon should use
◆ AmmoInventoryName
| string MoreMountains.CorgiEngine.WeaponAmmo.AmmoInventoryName = "MainInventory" |
the name of the inventory where the system should look for ammo
◆ CurrentAmmoAvailable
| int MoreMountains.CorgiEngine.WeaponAmmo.CurrentAmmoAvailable |
the current amount of ammo available in the inventory
◆ MaxAmmo
| int MoreMountains.CorgiEngine.WeaponAmmo.MaxAmmo = 100 |
the theoretical maximum of ammo
◆ ShouldEmptyOnSave
| bool MoreMountains.CorgiEngine.WeaponAmmo.ShouldEmptyOnSave = true |
if this is true, everytime you equip this weapon, it'll auto fill with ammo
◆ ShouldLoadOnStart
| bool MoreMountains.CorgiEngine.WeaponAmmo.ShouldLoadOnStart = true |
if this is true, everytime you equip this weapon, it'll auto fill with ammo
◆ AmmoInventory
| Inventory MoreMountains.CorgiEngine.WeaponAmmo.AmmoInventory |
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getset |
The documentation for this class was generated from the following file: