Ejemplo n.º 1
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    /// <summary>
    /// 初始化其他的东西
    /// </summary>
    protected override void InitOther()
    {
        base.InitOther();

        GunWeaponType = GunType.AssaultRifle;
        m_View        = (AssaultRifleView)M_BaseView;
    }
Ejemplo n.º 2
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    protected override void Init()
    {
        //每个弹夹的弹数
        cartridgeNum = 30;
        //向下转型 里氏转换原则  这样C层的子类就不需要重新继承V层子类 因为C层父类继续了V层父类
        m_AssaultRifleView = (AssaultRifleView)M_GunViewBase;

        shellEffect = Resources.Load <GameObject>("Prefabs/Gun/Shell");

        pools = gameObject.GetComponents <ObjectPool>();
    }
Ejemplo n.º 3
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 /// <summary>
 /// 初始化
 /// </summary>
 private void Init()
 {
     m_AssaultRifleView = gameObject.GetComponent <AssaultRifleView>();
     audio  = Resources.Load <AudioClip>("Audios/Gun/AssaultRifle_Fire");
     effect = Resources.Load <GameObject>("Effects/Gun/AssaultRifle_GunPoint_Effect");
 }
 protected override void Init()
 {
     assaultRifleView = (AssaultRifleView)GunViewParent;
     objectTool       = gameObject.GetComponents <ObjectTool>();
 }
Ejemplo n.º 5
0
    private static ObjectPool[] objectPools;                // 对象池临时资源管理.

    protected override void FindAndLoadInit()
    {
        m_AssaultRifleView = m_GunViewBase as AssaultRifleView;

        objectPools = gameObject.GetComponents <ObjectPool>();
    }