/// <summary> /// 初始化其他的东西 /// </summary> protected override void InitOther() { base.InitOther(); GunWeaponType = GunType.AssaultRifle; m_View = (AssaultRifleView)M_BaseView; }
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>(); }
/// <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>(); }
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>(); }