Class WeaponReloadedSignal
Signal dispatched after a weapon reload completes (via ReloadComplete or
ReloadCompleteFromReserve) and at least one round was actually loaded.
Namespace: Serenity.GameWeapon.Application.Events
Assembly: Serenity.GameWeapon.Application.dll
Syntax
public class WeaponReloadedSignal : EventDispatcherSignal
Constructors
WeaponReloadedSignal()
Initializes a new instance of the WeaponReloadedSignal class.
Declaration
public WeaponReloadedSignal()
WeaponReloadedSignal(string, int, int)
Initializes a new instance of the WeaponReloadedSignal class.
Declaration
public WeaponReloadedSignal(string weaponId, int ammoLoaded, int remainingReserve)
Parameters
| Type | Name | Description |
|---|---|---|
| string | weaponId | The identity of the weapon that finished reloading. |
| int | ammoLoaded | The number of rounds loaded into the magazine by this reload. |
| int | remainingReserve | The reserve's remaining ammo after the withdraw, or InfiniteReserve when the reserve is infinite. |
Fields
AmmoLoaded
The number of rounds loaded into the magazine by this reload.
Declaration
public readonly int AmmoLoaded
Field Value
| Type | Description |
|---|---|
| int |
InfiniteReserve
The RemainingReserve value reported when the reserve is infinite — matching MaxCapacity's own negative-means-infinite convention rather than reporting a meaningless finite count.
Declaration
public const int InfiniteReserve = -1
Field Value
| Type | Description |
|---|---|
| int |
RemainingReserve
The reserve's remaining ammo after the withdraw, or InfiniteReserve when the reserve is infinite.
Declaration
public readonly int RemainingReserve
Field Value
| Type | Description |
|---|---|
| int |
WeaponId
The identity of the weapon that finished reloading.
Declaration
public readonly string WeaponId
Field Value
| Type | Description |
|---|---|
| string |
Methods
ToString()
Returns a string representation of the event.
Declaration
public override string ToString()
Returns
| Type | Description |
|---|---|
| string |