public static void ApplyParts(this WeaponPartsAchive partsAchive, WeaponBasicDataComponent result) { partsAchive.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail; partsAchive.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail; partsAchive.Muzzle = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle; partsAchive.Magazine = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine; partsAchive.Stock = result.Stock > 0 ? result.Stock : partsAchive.Stock; }
public static void ApplyParts(this WeaponBasicDataComponent comp, WeaponPartsStruct attach) { comp.LowerRail = attach.LowerRail; comp.UpperRail = attach.UpperRail; comp.Muzzle = attach.Muzzle; comp.Magazine = attach.Magazine; comp.Stock = attach.Stock; }
//用于weaponEntity创建 public static void SyncSelf(this WeaponBasicDataComponent weaponComp, WeaponScanStruct weaponInfo) { weaponComp.ConfigId = weaponInfo.ConfigId; weaponComp.WeaponAvatarId = weaponInfo.AvatarId; weaponComp.Bullet = weaponInfo.Bullet; weaponComp.ReservedBullet = weaponInfo.ReservedBullet; weaponComp.UpperRail = weaponInfo.UpperRail; weaponComp.LowerRail = weaponInfo.LowerRail; weaponComp.Magazine = weaponInfo.Magazine; weaponComp.Muzzle = weaponInfo.Muzzle; weaponComp.Stock = weaponInfo.Stock; }
public static WeaponPartsStruct CreateParts(this WeaponBasicDataComponent comp) { var result = new WeaponPartsStruct { LowerRail = comp.LowerRail, UpperRail = comp.UpperRail, Muzzle = comp.Muzzle, Stock = comp.Stock, Magazine = comp.Magazine, }; CombineDefaultParts(ref result, comp.ConfigId); return(result); }
public static void ApplyParts(this WeaponPartsAchive partsAchive, WeaponBasicDataComponent result) { partsAchive.LowerRail = result.LowerRail > 0 ? result.LowerRail : partsAchive.LowerRail; partsAchive.UpperRail = result.UpperRail > 0 ? result.UpperRail : partsAchive.UpperRail; partsAchive.Muzzle = result.Muzzle > 0 ? result.Muzzle : partsAchive.Muzzle; partsAchive.Magazine = result.Magazine > 0 ? result.Magazine : partsAchive.Magazine; partsAchive.Stock = result.Stock > 0 ? result.Stock : partsAchive.Stock; partsAchive.SideRail = result.SideRail > 0 ? result.SideRail : partsAchive.SideRail; partsAchive.Bore = result.Bore > 0 ? result.Bore : partsAchive.Bore; partsAchive.Feed = result.Feed > 0 ? result.Feed : partsAchive.Feed; partsAchive.Trigger = result.Trigger > 0 ? result.Trigger : partsAchive.Trigger; partsAchive.Interlock = result.Interlock > 0 ? result.Interlock : partsAchive.Interlock; partsAchive.Brake = result.Brake > 0 ? result.Brake : partsAchive.Brake; }
public static void ApplyParts(this WeaponBasicDataComponent comp, WeaponPartsStruct attach) { comp.LowerRail = attach.LowerRail; comp.UpperRail = attach.UpperRail; comp.Muzzle = attach.Muzzle; comp.Magazine = attach.Magazine; comp.Stock = attach.Stock; comp.SideRail = attach.SideRail; comp.Bore = attach.Bore; comp.Feed = attach.Feed; comp.Trigger = attach.Trigger; comp.Interlock = attach.Interlock; comp.Brake = attach.Brake; }
/// <summary> /// sync WeaponBasicDataComponent from WeaponScanStruct /// </summary> /// <param name="weaponComp"></param> /// <param name="weaponInfo"></param> public static void SyncSelf(this WeaponBasicDataComponent weaponComp, WeaponScanStruct weaponInfo) { weaponComp.ConfigId = weaponInfo.ConfigId; weaponComp.WeaponAvatarId = weaponInfo.AvatarId; DebugUtil.MyLog("Bullet Sync" + weaponInfo.Bullet, DebugUtil.DebugColor.Black); weaponComp.Bullet = weaponInfo.Bullet; weaponComp.ReservedBullet = weaponInfo.ReservedBullet; weaponComp.UpperRail = weaponInfo.UpperRail; weaponComp.LowerRail = weaponInfo.LowerRail; weaponComp.Magazine = weaponInfo.Magazine; weaponComp.Muzzle = weaponInfo.Muzzle; weaponComp.Stock = weaponInfo.Stock; weaponComp.ClipSize = weaponInfo.ClipSize; }
/// <summary> /// sync WeaponBasicDataComponent from WeaponScanStruct /// </summary> /// <param name="weaponComp"></param> /// <param name="weaponInfo"></param> public static void SyncSelf(this WeaponBasicDataComponent weaponComp, WeaponScanStruct weaponInfo) { weaponComp.ConfigId = weaponInfo.ConfigId; weaponComp.WeaponAvatarId = weaponInfo.AvatarId; weaponComp.Bullet = weaponInfo.Bullet; weaponComp.ReservedBullet = weaponInfo.ReservedBullet; weaponComp.UpperRail = weaponInfo.UpperRail; weaponComp.LowerRail = weaponInfo.LowerRail; weaponComp.Magazine = weaponInfo.Magazine; weaponComp.Muzzle = weaponInfo.Muzzle; weaponComp.Stock = weaponInfo.Stock; weaponComp.SideRail = weaponInfo.SideRail; weaponComp.Bore = weaponInfo.Bore; weaponComp.Feed = weaponInfo.Feed; weaponComp.Brake = weaponInfo.Brake; weaponComp.Interlock = weaponInfo.Interlock; weaponComp.Trigger = weaponInfo.Trigger; }