update 1.2.0

This commit is contained in:
2025-07-20 10:05:55 +08:00
parent 2afbbf9be4
commit 5396d3e4b8
102 changed files with 93826 additions and 357 deletions
@@ -300,16 +300,44 @@ namespace EmeraldAI
{
for (int i = 0; i < Type1EquippableWeapons.Count; i++)
{
if (Type1EquippableWeapons[i].HeldObject != null) Type1EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
if (Type1EquippableWeapons[i].HolsteredObject != null) Type1EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
if (EmeraldComponent.AnimationComponent.m_AnimationProfile.Type1Animations.PullOutWeapon.AnimationClip != null && EmeraldComponent.AnimationComponent.m_AnimationProfile.Type1Animations.PutAwayWeapon.AnimationClip != null)
{
if (Type1EquippableWeapons[i].HeldObject != null && Type1EquippableWeapons[i].HolsteredObject != null)
{
Type1EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
Type1EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
}
else
{
if (Type1EquippableWeapons[i].HeldObject) Type1EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
}
}
else
{
if (Type1EquippableWeapons[i].HeldObject) Type1EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
}
}
}
else if (EmeraldComponent.CombatComponent.CurrentWeaponType == EmeraldCombat.WeaponTypes.Type2)
{
for (int i = 0; i < Type2EquippableWeapons.Count; i++)
{
if (Type2EquippableWeapons[i].HeldObject != null) Type2EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
if (Type2EquippableWeapons[i].HolsteredObject != null) Type2EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
if (EmeraldComponent.AnimationComponent.m_AnimationProfile.Type2Animations.PullOutWeapon.AnimationClip != null && EmeraldComponent.AnimationComponent.m_AnimationProfile.Type2Animations.PutAwayWeapon.AnimationClip != null)
{
if (Type2EquippableWeapons[i].HeldObject != null && Type2EquippableWeapons[i].HolsteredObject != null)
{
Type2EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
Type2EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
}
else
{
if (Type2EquippableWeapons[i].HeldObject) Type2EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
}
}
else
{
if (Type2EquippableWeapons[i].HeldObject) Type2EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
}
}
}
}