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FueraDeEscala/Assets/Game Kit Controller/Scripts/Menu/customActionOpenMenuWeaponAttachment.cs

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1.6 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class customActionOpenMenuWeaponAttachment : customActionOpenMenuSystem
{
public override void openOrCloseMenu (bool state, GameObject currentPlayer)
{
if (!customActionEnabled) {
return;
}
playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
playerWeaponsManager currentPlayerWeaponsManager = currentPlayerComponentsManager.getPlayerWeaponsManager ();
usingDevicesSystem currentUsingDevicesSystem = currentPlayerComponentsManager.getUsingDevicesSystem ();
if (currentPlayerWeaponsManager != null) {
if (currentPlayerWeaponsManager.isPlayerCarringWeapon ()) {
if (state) {
currentPlayerWeaponsManager.setOpenWeaponAttachmentsMenuPausedState (true);
currentPlayerWeaponsManager.setIgnoreCheckUsingDevicesOnWeaponAttachmentsActiveState (true);
currentUsingDevicesSystem.setIgnoreIfPlayerMenuActiveState (true);
currentUsingDevicesSystem.setIgnoreIfUsingDeviceActiveState (true);
}
currentPlayerWeaponsManager.editWeaponAttachmentsByCheckingBusyState ();
if (!state) {
currentPlayerWeaponsManager.setOpenWeaponAttachmentsMenuPausedState (false);
currentPlayerWeaponsManager.setIgnoreCheckUsingDevicesOnWeaponAttachmentsActiveState (false);
currentUsingDevicesSystem.setIgnoreIfPlayerMenuActiveState (false);
currentUsingDevicesSystem.setIgnoreIfUsingDeviceActiveState (false);
}
}
}
}
}
}