Esempio n. 1
0
        /// <summary>
        /// 枪械开火
        /// </summary>
        /// <param name="weaponState"></param>
        public static void PerformOnGunFire(WeaponLogic.IPlayerWeaponState weaponState)
        {
            if (AudioInfluence.IsForbidden || AKAudioEntry.Dispatcher == null)
            {
                return;
            }
            NewWeaponConfigItem weaponCfg = SingletonManager.Get <WeaponConfigManager>().GetConfigById(weaponState.CurrentWeapon);

            AKAudioEntry.AudioAssert(weaponCfg != null, string.Format("weapon config id [{0}] not find", weaponState.CurrentWeapon));
            //假装有event
            AKAudioEntry.Dispatcher.PostEvent(testWeaponEvent, weaponState.CurrentWeaponGo);
        }
Esempio n. 2
0
        /// <summary>
        /// 枪械模式更换
        /// </summary>
        /// <param name="weaponState"></param>
        public static void PerformOnGunModelSwitch(CommonFireConfig comCfg, WeaponLogic.IPlayerWeaponState weaponState)
        {
            if (AudioInfluence.IsForbidden || AKAudioEntry.Dispatcher == null)
            {
                return;
            }
            // NewWeaponConfigItem weaponCfg = WeaponConfigManager.Instance.GetConfigById(weaponState.CurrentWeapon);
            //   var fireModelCfg = WeaponConfigManager.Instance.GetFireModeCountById(weaponState.CurrentWeapon);
            AKEventCfg evtCfg = AudioConfigSimulator.SimAKEventCfg1();

            testWeaponModel = testWeaponModel == "Gun_shot_mode_type_single" ? "Gun_shot_mode_type_triple" : "Gun_shot_mode_type_single";
            AKAudioEntry.Dispatcher.VarySwitchState(evtCfg.switchGroup, testWeaponModel, weaponState.CurrentWeaponGo);
        }
Esempio n. 3
0
 /// <summary>
 /// 枪械切换
 /// </summary>
 /// <param name="weaponState"></param>
 public static void PerformOnGunSwitch(WeaponLogic.IPlayerWeaponState
                                       weaponState)
 {
     PerformOnGunSwitch(weaponState.CurrentWeapon);
 }