/// <summary>
        /// 弹夹信息,只有主角才有
        /// </summary>
        /// <param name="result"></param>
        private static void DisposeSyncClipInfo(SyncClipInfo result)
        {
            //Leyoutech.Utility.DebugUtility.LogWarning("广播", string.Format("弹夹信息, 武器ID = {0}", result.CurWeaponUid));
            GameplayProxy    m_GameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
            SpacecraftEntity entity          = m_GameplayProxy.GetEntityById <SpacecraftEntity>(m_GameplayProxy.GetMainPlayerUID());

            if (entity == null)
            {
                return;
            }

            PlayerSkillProxy m_PlayerSkillProxy = GameFacade.Instance.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;

            m_PlayerSkillProxy.ChangeCurrentWeaponByServer(result.CurWeaponUid);

            foreach (WeaponValue info in result.Infos)
            {
                ulong weaponUID = info.WeaponUid;

                WeaponPowerVO power = entity.GetWeaponPower(weaponUID);
                if (power == null)
                {
                    entity.SetWeaponPower(weaponUID, new WeaponPowerVO());
                    power = entity.GetWeaponPower(weaponUID);
                }

                power.WeaponUID    = info.WeaponUid;
                power.CurrentValue = info.CurValue;
                power.MaxValue     = info.MaxValue;
                power.SafeValue    = info.SaftyValue;

                IWeapon weapon = m_PlayerSkillProxy.GetWeaponByUID(power.WeaponUID);
                if (weapon != null && weapon.GetConfig().ClipType != (int)WeaponL1.Treasure)
                {
                    if (power.CurrentValue <= 0)
                    {
                        power.ForceCooldown = true;
                    }
                    else if (power.CurrentValue >= power.SafeValue)
                    {
                        power.ForceCooldown = false;
                    }
                }
                else
                {
                    if (power.CurrentValue >= power.MaxValue)
                    {
                        power.ForceCooldown = true;
                    }
                    else if (power.CurrentValue <= power.SafeValue)
                    {
                        power.ForceCooldown = false;
                    }
                }
            }

            GameFacade.Instance.SendNotification(NotificationName.MSG_CHARACTER_WEAPON_POWER_CHANGED);
            entity.SendEvent(ComponentEventName.WeaponPowerChanged, null);
        }
Example #2
0
    private void OnWeaponPowerChanged(KProtoBuf buffer)
    {
        S2C_WEAPON_VALUE msg    = buffer as S2C_WEAPON_VALUE;
        SpacecraftEntity entity = m_GameplayProxy.GetEntityById <SpacecraftEntity>(m_GameplayProxy.GetMainPlayerUID());

        if (entity == null)
        {
            return;
        }

        m_PlayerSkillProxy.ChangeCurrentWeaponByServer(msg.cur_weapon_uid);

        foreach (WEAPONVALUE info in msg.infos)
        {
            ulong weaponUID = info.weapon_oid;

            WeaponPowerVO power = entity.GetWeaponPower(weaponUID);
            if (power == null)
            {
                entity.SetWeaponPower(weaponUID, new WeaponPowerVO());
                power = entity.GetWeaponPower(weaponUID);
            }

            power.WeaponUID    = info.weapon_oid;
            power.CurrentValue = info.cur_value;
            power.MaxValue     = info.max_value;
            power.SafeValue    = info.safty_valve;

            IWeapon weapon = m_PlayerSkillProxy.GetWeaponByUID(power.WeaponUID);
            if (weapon != null && weapon.GetConfig().ClipType != (int)WeaponL1.Treasure)
            {
                if (power.CurrentValue <= 0)
                {
                    power.ForceCooldown = true;
                }
                else if (power.CurrentValue >= power.SafeValue)
                {
                    power.ForceCooldown = false;
                }
            }
            else
            {
                if (power.CurrentValue >= power.MaxValue)
                {
                    power.ForceCooldown = true;
                }
                else if (power.CurrentValue <= power.SafeValue)
                {
                    power.ForceCooldown = false;
                }
            }
        }

        GameFacade.Instance.SendNotification(NotificationName.MSG_CHARACTER_WEAPON_POWER_CHANGED);
        entity.SendEvent(ComponentEventName.WeaponPowerChanged, null);
    }
    public bool CanWeaponRelease(ulong UID)
    {
        SpacecraftEntity mainEntity = m_GameplayProxy.GetEntityById <SpacecraftEntity>(m_GameplayProxy.GetMainPlayerUID());
        WeaponPowerVO    powerVO    = mainEntity.GetWeaponPower(UID);
        int weaponType = ItemTypeUtil.GetWeaponType(GetWeaponByUID(UID));

        // 武器是否有弹药或者是否已经冷却
        if (weaponType < 0 || (powerVO != null && powerVO.ForceCooldown))
        {
            Debug.LogFormat("power.current: {0}. ForceCooldown: {1}", powerVO.CurrentValue, powerVO.ForceCooldown);

            return(false);
        }

        return(true);
    }
    /// <summary>
    /// 更新武器的子弹信息
    /// </summary>
    private void UpdateWeaponBullets()
    {
        if (m_Crosshair != null && m_WeaponStyle != WeaponAndCrossSight.WeaponAndCrossSightTypes.Null)
        {
            Transform powerSlider = FindComponent<Transform>(m_Crosshair, "Slider");
            Animator powerSliderAnimator = FindComponent<Animator>(m_Crosshair, "Slider");
            if (powerSlider == null)
                return;

            PlayerSkillProxy skillProxy = Facade.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;
            if (skillProxy.UsingReformer())
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            IWeapon currentWeapon = skillProxy.GetCurrentWeapon();
            if (currentWeapon == null)
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            WeaponPowerVO weaponVO1 = skillProxy.GetWeaponPowerOfMainPlayer(0);
            WeaponPowerVO weaponVO2 = skillProxy.GetWeaponPowerOfMainPlayer(1);

            WeaponPowerVO power = weaponVO1 != null && skillProxy.GetWeaponByUID(weaponVO1.WeaponUID) == currentWeapon ? weaponVO1 : weaponVO2;

            float curr = 0;
            float total = 0;

			if (power != null)
			{
				if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.MachineGun  )
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
				else if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.Missile)
				{
					foreach (var entity in m_CurrentTargetList.Values)
					{
						curr += entity.LockTimes;
					}
                    total = MaxMissileCount;// skillProxy.GetCurrentBattleWeapon().GetRelativeHeightOfReticle().MissileCountInOneShot;
				}
				else if ((int)m_WeaponStyle ==(int)WeaponAndCrossSight.WeaponAndCrossSightTypes.ShotGun)
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
			}

			float weaponPowerRatio = total != 0 ? curr / total : 0;

            if (powerSliderAnimator)
            {
                if (power.ForceCooldown)
                    powerSliderAnimator.SetInteger("State", 2);
                else if (weaponPowerRatio <= 0.7f)
                    powerSliderAnimator.SetInteger("State", 0);
                else if (weaponPowerRatio > 0.7f)
                    powerSliderAnimator.SetInteger("State", 1);

                if (m_lastFireFail)
                    powerSliderAnimator.SetTrigger("FireFail");
            }

            m_lastFireFail = false;

            RadialSlider radialSlider = powerSlider.GetComponent<RadialSlider>();
            if(radialSlider)
            {
                radialSlider.FillAmount = weaponPowerRatio;
                return;
            }

            BulletSlider bulletSlider = powerSlider.GetComponent<BulletSlider>();
            if(bulletSlider)
            {
                bulletSlider.BulletCount = (int)total;
                bulletSlider.FillAmount = weaponPowerRatio;
                return;
            }

            Slider commonSlider = powerSlider.GetComponent<Slider>();
            if(commonSlider)
            {
                commonSlider.minValue = 0;
                commonSlider.maxValue = 1;
                commonSlider.value = weaponPowerRatio;
                return;
            }
        }
    }