public void ChangingWeapon(int WeaponSlots) { if (InventoryManagement.Instance.GetFPSWeaponByID(States.AvaliableWeapons [WeaponSlots]) == null) { return; } if (Weapon != null) { Destroy(Weapon.gameObject); } States.CurrentWeaponID = States.AvaliableWeapons [WeaponSlots]; GameObject go = GameObject.Instantiate(InventoryManagement.Instance.GetFPSWeaponByID(States.CurrentWeaponID), Camera.main.transform); Weapon = go.GetComponent <InventoryBasement> (); if (States.Weapons.ContainsKey(States.CurrentWeaponID)) { Weapon.dev.Property = States.Weapons [States.CurrentWeaponID]; } else { States.Weapons.Add(States.CurrentWeaponID, Weapon.dev.Property); } Weapon.User = this; ClientManager.Instance.ChangingWeaponRequest(WeaponSlots); //TODO 告诉服务器切换武器 }
public void ChangingWeapon(int WeaponSlots) { Debug.Log("Changing!"); if (Gun != null) { Destroy(Gun.gameObject); } States.CurrentWeaponID = States.AvaliableWeapons [WeaponSlots]; GameObject go = GameObject.Instantiate(InventoryManagement.Instance.GetTPSWeaponByID(States.CurrentWeaponID), Hand); Gun = go.GetComponent <InventoryBasement> (); CurrentWeapon = Gun.dev; Gun.User = this; }