Esempio n. 1
0
 void Awake()
 {
     if (weapons == null)
     {
         weapons = this;
     }
     else if (weapons != this)
     {
     }
 }
Esempio n. 2
0
    void Awake()
    {
        gunSlot = FindObjectOfType <SwitchingWeapon>();

        gunSlot.WeaponHaveSwitched.AddListener(WeaponSwitching);

        if (gunSlot != null)
        {
            weaponDataBase = gunSlot.GetComponentInChildren <WeaponDataBase>();
        }
    }
Esempio n. 3
0
    void Start()
    {
        fpsc        = GetComponentInParent <FirstPersonController>();
        armesUI     = FindObjectOfType <ArmesUIScript>();
        controller  = GetComponentInChildren <WeaponDataBase>();
        audioSource = GetComponent <AudioSource>();

        if (WeaponHaveSwitched == null)
        {
            WeaponHaveSwitched = new UnityEvent();
        }

        InstantiateWeapon(0);
    }
Esempio n. 4
0
    public static WeaponDataBase GetInstance()
    {
        if (instance == null)  // 如果没有找到
        {
               {
                   GameObject go = new GameObject("WeaponDataBase"); // 创建一个新的GameObject

                DontDestroyOnLoad(go);                               // 防止被销毁
                instance = go.AddComponent <WeaponDataBase>();       // 将实例挂载到GameObject上
                  
            }
        }
          return instance;
    }
Esempio n. 5
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    void Start()
    {
        gunSlot = FindObjectOfType <SwitchingWeapon>();
        gunSlot.WeaponHaveSwitched.AddListener(WeaponSwitching);

        if (gunSlot != null)
        {
            weaponDataBase = gunSlot.GetComponentInChildren <WeaponDataBase>();
        }

        shootMecanics = gunSlot.GetComponentInChildren <ShootMecanics>();
        shootMecanics.BulletShot.AddListener(BulletShot);
        shootMecanics.ReloadGun.AddListener(ReloadGun);
    }
Esempio n. 6
0
 public WeaponFactory(WeaponDataBase _weaponDB)
 {
     weaponDB = _weaponDB;
 }
 private void InitWeaponDB()
 {
     weaponDataBase = new WeaponDataBase();
 }