Class UnityGameWeaponService
Inheritance
UnityGameWeaponService
Assembly: Serenity.UnityGameWeapon.Infrastructure.dll
Syntax
public class UnityGameWeaponService : MonoBehaviour, IGameWeaponService, IService, IFoundationSettings
Constructors
UnityGameWeaponService()
Declaration
public UnityGameWeaponService()
Fields
LOG_CATEGORY
Declaration
protected const string LOG_CATEGORY = "GameWeaponService"
Field Value
_arsenal
Declaration
protected readonly WeaponArsenal _arsenal
Field Value
_eventDispatcher
Declaration
protected IEventDispatcherService _eventDispatcher
Field Value
_guid
Declaration
Field Value
_id
Declaration
Field Value
_logService
Declaration
protected ILogService _logService
Field Value
_weapons
Declaration
protected readonly Dictionary<WeaponId, WeaponState> _weapons
Field Value
Properties
Guid
Declaration
public string Guid { get; set; }
Property Value
Id
Declaration
public string Id { get; set; }
Property Value
LogService
Declaration
public ILogService LogService { get; set; }
Property Value
Methods
AcquireWeapon(WeaponId)
Declaration
public virtual void AcquireWeapon(WeaponId id)
Parameters
AddReserveAmmo(WeaponId, int)
Declaration
public virtual void AddReserveAmmo(WeaponId id, int amount)
Parameters
ConsumeAmmo(WeaponId)
Declaration
public virtual bool ConsumeAmmo(WeaponId id)
Parameters
Returns
CycleNextWeapon()
Declaration
public virtual bool CycleNextWeapon()
Returns
GetActiveWeapon()
Declaration
public virtual WeaponId GetActiveWeapon()
Returns
GetArsenalSnapshot()
Declaration
public virtual ArsenalSnapshot GetArsenalSnapshot()
Returns
GetSnapshot(WeaponId)
Declaration
public virtual WeaponSnapshot GetSnapshot(WeaponId id)
Parameters
Returns
InitializeService(ILogService)
Initializes the service with required dependencies.
Declaration
public virtual void InitializeService(ILogService logService)
Parameters
| Type |
Name |
Description |
| ILogService |
logService |
The logging service for diagnostic output.
|
InitializeService(ILogService, IEventDispatcherService)
Initializes the service with required dependencies, including signal dispatch.
Declaration
public virtual void InitializeService(ILogService logService, IEventDispatcherService eventDispatcher)
Parameters
RegisterWeapon(WeaponId, int, FireMode)
Declaration
public virtual void RegisterWeapon(WeaponId id, int maxCapacity, FireMode fireMode)
Parameters
ReloadComplete(WeaponId, int)
Declaration
public virtual void ReloadComplete(WeaponId id, int ammoLoaded)
Parameters
ReloadCompleteFromReserve(WeaponId)
Declaration
public virtual int ReloadCompleteFromReserve(WeaponId id)
Parameters
Returns
ReloadRequested(WeaponId)
Declaration
public virtual void ReloadRequested(WeaponId id)
Parameters
SetActiveWeapon(WeaponId)
Declaration
public virtual bool SetActiveWeapon(WeaponId id)
Parameters
Returns
SetFireCadence(WeaponId, float)
Declaration
public virtual void SetFireCadence(WeaponId id, float minimumSecondsBetweenShots)
Parameters
| Type |
Name |
Description |
| WeaponId |
id |
|
| float |
minimumSecondsBetweenShots |
|
SetFireMode(WeaponId, FireMode)
Declaration
public virtual void SetFireMode(WeaponId id, FireMode fireMode)
Parameters
SetReserve(WeaponId, int, int)
Declaration
public virtual void SetReserve(WeaponId id, int maxCapacity, int currentAmmo)
Parameters
TriggerPressed(WeaponId)
Declaration
public virtual void TriggerPressed(WeaponId id)
Parameters
TriggerReleased(WeaponId)
Declaration
public virtual void TriggerReleased(WeaponId id)
Parameters
TryFire(WeaponId, float)
Declaration
public virtual bool TryFire(WeaponId id, float nowSeconds)
Parameters
Returns
Implements