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