Esempio n. 1
0
 /// <summary>
 /// 开关镜
 /// </summary>
 public void SwitchGlass()
 {
     if (!isHold)
     {//开镜
         isHold = true;
         M_GunViewBase.EnterHoldPose(weapenType, 0.2f, 40);
         BattleSys.Instance.Aim(true);
     }
     else
     {//关镜
         isHold = false;
         M_GunViewBase.ExitHoldPose(weapenType, 0.2f, 60);
         BattleSys.Instance.Aim(false);
     }
 }
Esempio n. 2
0
 public virtual void ReloadBullet()
 {
     if (CurrentFrontBullet < weapenFrontBullet)
     {
         if (CurrentBackBullet > 0)
         {
             PECommon.Log("正在换子弹");
             if (shootTaskID != -10)
             {
                 TimerSvc.Instance.RemoveTake(shootTaskID);
                 shootTaskID = -10;
             }
             isLoadBullet = true;
             canShoot     = false;
             isHold       = false;
             BattleSys.Instance.Aim(false);
             M_GunViewBase.ExitHoldPose(weapenType, 0.2f, 60);
             BattleSys.Instance.SetLoadBulletState(true);
             BattleSys.Instance.ShowReloadBulletAni(weapenReload);
             TimerSvc.Instance.AddTimeTask((int tid) =>
             {
                 if (CurrentBackBullet >= weapenFrontBullet)
                 {
                     CurrentBackBullet  = CurrentBackBullet - (weapenFrontBullet - CurrentFrontBullet);
                     CurrentFrontBullet = weapenFrontBullet;
                 }
                 else if (CurrentFrontBullet + CurrentBackBullet > weapenFrontBullet)
                 {
                     CurrentBackBullet  = CurrentFrontBullet + CurrentBackBullet - weapenFrontBullet;
                     CurrentFrontBullet = weapenFrontBullet;
                 }
                 else
                 {
                     int tempCurrentBackBullet = CurrentBackBullet;
                     CurrentBackBullet         = 0;
                     CurrentFrontBullet        = CurrentFrontBullet + tempCurrentBackBullet;
                 }
                 isLoadBullet = false;
                 canShoot     = true;
                 BattleSys.Instance.HideReloadBulletAni();
                 BattleSys.Instance.SetLoadBulletState(false);
                 PECommon.Log("换弹完毕");
             }, weapenReload, PETimeUnit.Second);
         }
     }
 }