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 (); 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); } } } } } }