Esempio n. 1
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 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;
 }
Esempio n. 2
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 /// <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"));
 }
Esempio n. 3
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 public static void ApplyFixedFinalSpread(float baseSpread, SpreadScale spreadScale,
                                          WeaponRuntimeDataComponent runtimeDataComponent)
 {
     runtimeDataComponent.LastSpreadX = baseSpread * spreadScale.ScaleX;
     runtimeDataComponent.LastSpreadY = baseSpread * spreadScale.ScaleY;
 }
Esempio n. 4
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 /// <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;
 }