void Start() { // 残弾数テキスト用 myText = GetComponent <Text>(); GameObject FPSCon = GameObject.Find("FPSController"); CEScript = FPSCon.GetComponent <ChangeEquip>(); }
// Use this for initialization void Start() { equipArea = transform.parent.parent.parent.Find("EquipArea"); menuArea = transform.parent.parent.parent.Find("MenuArea"); equipItemArea = transform.parent.parent.parent.Find("EquipItemArea"); informationText = transform.parent.parent.parent.Find("Information/Text"). GetComponent <Text>(); selectedEquipButton = equipArea.GetComponent <SelectedEquipButton>(); game3d7Pre = GameObject.FindGameObjectWithTag("Player"); changeEquip = game3d7Pre.GetComponentInChildren <ChangeEquip>(); imageComp = GetComponent <Image>(); statusWindowItemDataBase = Camera.main.GetComponent <StatusWindowItemDataBase>(); }
void Start() { GameObject anotherObject = GameObject.Find("FPSController"); CEScript = anotherObject.GetComponent <ChangeEquip>(); // Imageの取得 GameObject PrimaryObject = GameObject.Find("PrimaryImage"); PrimaryImage = PrimaryObject.GetComponent <Image>(); GameObject SecondaryObject = GameObject.Find("SecondaryImage"); SecondaryImage = SecondaryObject.GetComponent <Image>(); }
void OnSuitEvent(int nEventID, object param) { if (nEventID == (int)GameEventID.PLAYER_LOGIN_SUCCESS) { // stOpSuitPropertyUserCmd_C cmd = new stOpSuitPropertyUserCmd_C(); // cmd.type = SuitOPType.SuitOPType_Login; // NetService.Instance.Send(cmd); } else if (nEventID == (int)GameEventID.LOGINSUCESSANDRECEIVEALLINFO) { InitShowDic(); stOpSuitPropertyUserCmd_C cmd = new stOpSuitPropertyUserCmd_C(); cmd.type = SuitOPType.SuitOPType_Login; NetService.Instance.Send(cmd); } else if (nEventID == (int)GameEventID.SKILLSYSTEM_CHANGEMODEL) { stSkillChangeModel st = (stSkillChangeModel)param; IEntitySystem es = ClientGlobal.Instance().GetEntitySystem(); if (es == null) { return; } IPlayer player = es.FindEntity <IPlayer>(st.userID); if (player == null) { return; } uint suitID = 0; if (!IsPlayerEquipCloth(player, out suitID)) { ChangeEquip ce = new ChangeEquip(); ce.nSuitID = (int)suitID; ce.pos = Client.EquipPos.EquipPos_Body; ce.nStateType = player.GetProp((int)PlayerProp.SkillStatus); if (this != null) {//EntityCommand_PlayAni PlayAni anim_param = new PlayAni(); anim_param.strAcionName = EntityAction.Stand; anim_param.fSpeed = 1; anim_param.nStartFrame = 0; player.SendMessage(EntityMessage.EntityCommand_PlayAni, anim_param); player.SendMessage(EntityMessage.EntityCommand_ChangeEquip, ce); } } } }
Slider expSlider; // スライダー用 void Start() { expSlider = GetComponent <Slider>(); GameObject FPSCon = GameObject.Find("FPSController"); CEScript = FPSCon.GetComponent <ChangeEquip>(); //GameObject anotherObject = GameObject.Find("HandGun"); PrimaryScript = PrimaryObject.GetComponent <GunController>(); //GameObject SecondaryObject = GameObject.Find(CEScript.Weapon2.name); SecondaryScript = SecondaryObject.GetComponent <GunController>(); // スライダーの最大値の設定 expSlider.maxValue = maxEXP; }
Material material; // マテリアル void Start() { FPSCon = GameObject.Find("FPSController"); CEScript = FPSCon.GetComponent <ChangeEquip>(); animator = GetComponent <Animator>(); // 上の階層のオブジェクトにアタッチしているスクリプトを参照する cameraScript = GetComponentInParent <CameraShake>(); // マテリアル material = this.gameObject.GetComponent <SpriteRenderer>().material; // マテリアルシェーダの設定 propID_h = Shader.PropertyToID("_Hue"); propID_s = Shader.PropertyToID("_Saturation"); propID_b = Shader.PropertyToID("_Brightness"); propID_c = Shader.PropertyToID("_Contrast"); }
void SendChangeBody(int suitType, uint baseID, IEntity entity) { if (entity != null) { if (suitType == (int)GameCmd.EquipSuitType.Magic_Pet_Type) { } else { //Engine.Utility.Log.Error("111 >>>entity Id = " + entity.GetID() + " " + entity.GetObjName()); ChangeEquip ce = new ChangeEquip(); ce.nSuitID = (int)baseID; ce.pos = GetPosBySuitType((uint)suitType); ce.evt = CreateRenderObjCallBackEvent; ce.nStateType = (int)DataManager.Manager <LearnSkillDataManager>().CurState; entity.SendMessage(EntityMessage.EntityCommand_ChangeEquip, ce); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { // 当たった時の持っている武器を取得 CEScript = other.GetComponent <ChangeEquip>(); // 今持っている武器を取ってくる Weapon = CEScript.nowWeapon(); if (!Weapon) { return; } if (Weapon.GetComponent <GunController>().remAmmo < Weapon.GetComponent <GunController>().AmmoSize) { hitFlg = true; } } }
//------------------------------------------------------------------------------------------------------- /** * @brief 修改装备部位 * @param */ public void ChangeSuit(Client.EquipPos pos, int nSuitID) { if (m_PuppetObj == null) { return; } ChangeEquip changeEquip = new ChangeEquip(); changeEquip.pos = pos; changeEquip.nSuitID = nSuitID; changeEquip.nLayer = (int)Engine.RenderLayer.ShowModel; if (changeEquip.pos == EquipPos.EquipPos_Body) { changeEquip.evt = OnChangeEquip; changeEquip.param = pos; } changeEquip.nStateType = (int)DataManager.Manager <LearnSkillDataManager>().CurState; m_PuppetObj.SendMessage(EntityMessage.EntityCommand_ChangeEquip, changeEquip); }
void Start() { GameObject FPSCon = GameObject.Find("FPSController"); CEScript = FPSCon.GetComponent <ChangeEquip>(); if (CEScript.ownGun == 1) { // プライマリ武器のGunControllerを持ってくる anotherObject = GameObject.Find(CEScript.PrimaryWeapon.name); GCScript = anotherObject.GetComponent <GunController>(); // ダメージを取得 Damage = GCScript.Damage; } else if (CEScript.ownGun == 2) { // セカンダリ武器のGunControllerを持ってくる anotherObject = GameObject.Find(CEScript.SecondaryWeapon.name); GCScript = anotherObject.GetComponent <GunController>(); // ダメージを取得 Damage = GCScript.Damage; } }
void Start() { CEScript = GetComponent <ChangeEquip>(); LGPScript = GetComponent <LoadGunPrefab>(); }
private void OnCreateRenderObj(Engine.IRenderObj obj, object param) { if (m_EntityView == null) { m_bChange = false; return; } if (m_Data == null) { m_bChange = false; return; } int nID = GetProp((int)EntityProp.BaseID); var table_data = GameTableManager.Instance.GetTableItem <table.NpcDataBase>((uint)nID); if (table_data != null) { m_EntityView.GetNode().SetScale(UnityEngine.Vector3.one * table_data.scale * 0.01f);//100为基数 } int suitID = GetProp((int)NPCProp.SuitID); if (suitID != 0) { var suitData = GameTableManager.Instance.GetTableItem <table.SuitDataBase>((uint)suitID); if (suitData != null) { m_EntityView.GetNode().SetScale(UnityEngine.Vector3.one * suitData.sceneModleScale);//100为基数 } } // 时装位置 //string strResName = ""; if (m_Data.ViewList != null) { for (int i = 0; i < m_Data.ViewList.Length; ++i) { if (m_Data.ViewList[i] == null) { continue; } if (m_Data.ViewList[i].nPos != (int)EquipPos.EquipPos_Body) { // 读取时装配置表,挂接时装 ChangeEquip changeEquip = new ChangeEquip(); changeEquip.pos = (EquipPos)m_Data.ViewList[i].nPos; changeEquip.nSuitID = m_Data.ViewList[i].value; changeEquip.nLayer = m_Data.nLayer; SendMessage(EntityMessage.EntityCommand_ChangeEquip, changeEquip); } } } if (m_ChangeEventHandler != null) { m_ChangeEventHandler(m_ChangeParam); m_ChangeEventHandler = null; m_ChangeParam = null; } // 根据全局配置设置阴影 int nShadowLevel = EntitySystem.m_ClientGlobal.gameOption.GetInt("Render", "shadow", 1); m_EntityView.SetShadowLevel(nShadowLevel); Vector3 currPos = GetPos(); SetPos(ref currPos); Vector3 dir = GetRotate(); SetRotate(dir); // 根据外部设置来设置 SendMessage(EntityMessage.EntityCommond_SetColor, new Color(1, 1, 1)); SendMessage(EntityMessage.EntityCommand_EnableShowModel, EntityConfig.m_bShowEntity); PlayAction(m_EntityView.GetCurAniName()); if (!m_bChange) { Client.stCreateEntity createEntity = new Client.stCreateEntity(); createEntity.uid = GetUID(); Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.ENTITYSYSTEM_CREATEENTITY, createEntity); m_bChange = false; } }