/// <summary> /// 初始化 /// </summary> protected override void Init() { m_RifleView = (RifleView)M_GunViewBase; Transform[] childTrans = m_RifleView.m_Weapon.GetComponentsInChildren <Transform>(); for (int i = 0; i < childTrans.Length; i++) { childTrans[i].gameObject.layer = 8; //设置到枪模层 } }
public void SetPlayerWeapen() { WeapenCfg weapenCfg = ResSvc.Instance.GetWeapenCfgData(battleProp.weapenCfgID); controller.gameObject.AddComponent <ObjectPool>(); switch (weapenCfg.id) { case (int)WeapenType.Rifle: RifleView rifleView = controller.gameObject.AddComponent <RifleView>(); gunControllerBase = controller.gameObject.AddComponent <Rifle>(); gunControllerBase.M_GunViewBase = rifleView; break; case (int)WeapenType.Sniper: SniperView sniperView = controller.gameObject.AddComponent <SniperView>(); gunControllerBase = controller.gameObject.AddComponent <Sniper>(); gunControllerBase.M_GunViewBase = sniperView; break; } gunControllerBase.Init(weapenCfg); }