コード例 #1
0
    public override void setWeapon()
    {
        ICharacter owner  = m_soldierBuildParam.character;
        IWeapon    weapon = FactoryManager.getWeaponFactory().createWeapon(m_soldierBuildParam.weapon);

        weapon.setOwner(owner);
        owner.setWeapon(weapon);

        owner.getGameObject().AddComponent <IKController>();//添加IK控制脚本(注意,是添加在拥有Animator的角色上,不是武器上)
        Vector3 weaponPos = UnityTool.findChildGameObject(owner.getGameObject(), "MainWeaponPos").transform.localPosition;

        UnityTool.attach(owner.getGameObject(), weapon.getGameObject(), weaponPos);
    }
コード例 #2
0
ファイル: ICharacter.cs プロジェクト: xinge1231/LastDay
    // 播放特效
    public void playEffect(string EffectName)
    {
        //  取得特效
        IAssetFactory factory   = FactoryManager.getAssetFactory();
        GameObject    effectObj = factory.loadEffect(EffectName);

        if (effectObj == null)
        {
            return;
        }

        // 将特效附加到当前角色对象
        UnityTool.attach(m_gameObject, effectObj, Vector3.zero);
    }
コード例 #3
0
ファイル: EnemyBuilder.cs プロジェクト: xinge1231/LastDay
    public override void setWeapon()
    {
        //if (m_enemyBuildParam.weapon == ENUM_Weapon.Null)
        //return;
        IWeapon weapon = FactoryManager.getWeaponFactory().createWeapon(m_enemyBuildParam.weapon);

        weapon.setOwner(m_enemyBuildParam.character);
        //UnityTool.attachToRefPos(m_enemyBuildParam.character.getGameObject(), weapon.getGameObject(), "mesh_R_Forearm", Vector3.zero);
        if (m_enemyBuildParam.weapon != ENUM_Weapon.Fist)
        {
            UnityTool.attach(m_enemyBuildParam.character.getGameObject(), weapon.getGameObject(), Vector3.zero + new Vector3(0, 1, 0));
        }
        m_enemyBuildParam.character.setWeapon(weapon);
    }
コード例 #4
0
ファイル: IRangedWeapon.cs プロジェクト: xinge1231/LastDay
    //设置特效组件
    public override void setupEffect()
    {
        m_gunEnd = UnityTool.findChildGameObject(m_gameObject, "GunBarrelEnd");
        GameObject shootEffect = FactoryManager.getAssetFactory().loadEffect("ShootEffect");

        UnityTool.attach(m_gunEnd, shootEffect, Vector3.zero);
        m_particles = shootEffect.GetComponent <ParticleSystem>();
        m_audio     = m_gunEnd.GetComponent <AudioSource>();
        m_line      = m_gunEnd.GetComponent <LineRenderer>();
        //m_light = m_gunEnd.GetComponent<Light>();
        m_light = UnityTool.findChildGameObject(m_gunEnd, "FireLight").GetComponent <Light>();

        m_line.SetColors(Color.red, Color.black);
        m_line.SetWidth(0.1f, 0.1f);
    }