private void SetPullBolt(WeaponRuntimeDataComponent runtimeDataComponent, bool isDoing) { runtimeDataComponent.IsPullingBolt = isDoing; runtimeDataComponent.PullBoltInterrupt = false; // if (value) // controller.AddPullboltInterrupt(); }
public static void ApplyPistolFinalSpread(float spreadScaleFactor, SpreadScale spreadScale, WeaponRuntimeDataComponent runtimeDataComponent) { runtimeDataComponent.LastSpreadX = (1 - runtimeDataComponent.Accuracy) * spreadScaleFactor * spreadScale.ScaleX; runtimeDataComponent.LastSpreadY = (1 - runtimeDataComponent.Accuracy) * spreadScaleFactor * spreadScale.ScaleY; }
/// <summary> /// 设置同步WeaponRuntimeDataComponent.LastSpreadX.LastSpreadY精准度参数 /// </summary> /// <param name="spreadScaleFactor"> 基于配置和玩家状态读取基础spread值</param> /// <param name="locatorDelta"></param> /// <param name="spreadScale"> 基于配置的spreadScale值</param> /// <param name="runtimeDataComponent">武器运行参数组件</param> public static void ApplyRifleFinalSpread(float spreadScaleFactor, SpreadScale spreadScale, WeaponRuntimeDataComponent runtimeDataComponent) { runtimeDataComponent.LastSpreadX = spreadScaleFactor * runtimeDataComponent.Accuracy * spreadScale.ScaleX; runtimeDataComponent.LastSpreadY = spreadScaleFactor * runtimeDataComponent.Accuracy * spreadScale.ScaleY; // runtimeDataComponent.LastSpreadOffsetX = locatorDelta.x; // runtimeDataComponent.LastSpreadOffsetY = locatorDelta.y ; // DebugUtil.MyLog(locatorDelta.ToString("f4")); }
public static void ApplyFixedFinalSpread(float baseSpread, SpreadScale spreadScale, WeaponRuntimeDataComponent runtimeDataComponent) { runtimeDataComponent.LastSpreadX = baseSpread * spreadScale.ScaleX; runtimeDataComponent.LastSpreadY = baseSpread * spreadScale.ScaleY; }
private void SetPullBolt(WeaponRuntimeDataComponent runtimeDataComponent, bool isDoing) { runtimeDataComponent.IsPullingBolt = isDoing; runtimeDataComponent.PullBoltInterrupt = false; }
/// <summary> /// 设置同步WeaponRuntimeDataComponent.LastSpreadX.LastSpreadY精准度参数 /// </summary> /// <param name="spreadScaleFactor"> 基于配置和玩家状态读取基础spread值</param> /// <param name="spreadScale"> 基于配置的spreadScale值</param> /// <param name="runtimeDataComponent">武器运行参数组件</param> public static void ApplyRifleFinalSpread(float spreadScaleFactor, SpreadScale spreadScale, WeaponRuntimeDataComponent runtimeDataComponent) { runtimeDataComponent.LastSpreadX = spreadScaleFactor * runtimeDataComponent.Accuracy * spreadScale.ScaleX; runtimeDataComponent.LastSpreadY = spreadScaleFactor * runtimeDataComponent.Accuracy * spreadScale.ScaleY; }