public override void Init(Entity ownner)
 {
     base.Init(ownner);
     m_EquipmentMap.Add((int)InventoryEquipSlot.Helmet, EquipmentFactory.CreateEquipment(role.data.equipmentData.helmetID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Torso, EquipmentFactory.CreateEquipment(role.data.equipmentData.torsoID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Hands, EquipmentFactory.CreateEquipment(role.data.equipmentData.handsID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Legs, EquipmentFactory.CreateEquipment(role.data.equipmentData.legsID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Hips, EquipmentFactory.CreateEquipment(role.data.equipmentData.hipsID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Shoulders, EquipmentFactory.CreateEquipment(role.data.equipmentData.shouldersID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Back, EquipmentFactory.CreateEquipment(role.data.equipmentData.backID));
     m_EquipmentMap.Add((int)InventoryEquipSlot.Weapon, EquipmentFactory.CreateTestEquipment(WeaponType.TwoHandAxe));
 }
Beispiel #2
0
 private void OnClickEquip()
 {
     if (m_Weapon != null)
     {
         return;
     }
     if (role.controlComponent.weaponSwitching)
     {
         return;                                       //正在切换中
     }
     m_Weapon = EquipmentFactory.CreateTestEquipment(m_WeaponType);
     role.equipComponent.Equip(m_Weapon);
     UpdateBtn();
 }