//给AI添加FPS武器 public void OnAttached(GameObject item) { EquippedWeapon = item.GetComponent <FPSWeaponEquipment>(); EquippedWeapon.InfinityAmmo = true; EquippedWeapon.IsVisible = false; EquippedWeapon.GetComponent <AudioSource>().enabled = false; }
public void RpcdoDamagebyItemIndex(Vector3 origin, Vector3 direction, int itemid, byte seed) { FPSItemEquipment item = UnitZ.itemManager.GetFPSitem(itemid); if (item != null) { FPSWeaponEquipment weapon = item.GetComponent <FPSWeaponEquipment>(); if (weapon != null) { doDamage(origin, direction, weapon.BulletNum, weapon.Spread, seed, weapon.Damage, weapon.Distance, weapon.MaxPenetrate, NetID, Team); } } }
void Awake() { ItemEquipments = new Dictionary <int, FPSItemEquipment>(ItemsList.Length); for (int i = 0; i < ItemsList.Length; i++) { ItemsList[i].ItemID = Suffix + i; ItemsList[i].ItemIndex = i; //每个物体分配ID if (ItemsList[i].ItemFPS) { FPSItemEquipment fpsItemEquipment = ItemsList[i].ItemFPS.GetComponent <FPSItemEquipment>(); if (fpsItemEquipment) { fpsItemEquipment.ItemID = ItemsList[i].ItemID; fpsItemEquipment.ItemIndex = i; ItemEquipments[i] = fpsItemEquipment; } FPSWeaponEquipment weapon = ItemsList[i].ItemFPS.GetComponent <FPSWeaponEquipment>(); if (weapon) { if (ItemsList[i].ItemEquip) { ItemsList[i].ItemEquip.UsingType = weapon.UsingType; } } //物品放置 FPSItemPlacing fpsItemPlacer = ItemsList[i].ItemFPS.GetComponent <FPSItemPlacing>(); if (fpsItemPlacer) { if (fpsItemPlacer.Item != null) { ObjectSpawn objSpawn = fpsItemPlacer.Item.GetComponent <ObjectSpawn>(); if (objSpawn) { objSpawn.ItemID = ItemsList[i].ItemID; if (objSpawn.Item) { ObjectPlacing objPlace = objSpawn.Item.GetComponent <ObjectPlacing>(); if (objPlace) { objPlace.ItemID = ItemsList[i].ItemID; } } } } } } } }
public void SaveDataToItemCollector(FPSWeaponEquipment fpsprefab, ItemCollector item) { if (fpsprefab != null) { fpsprefab.SetCollectorSlot (item); } }