public void CopyFrom(WeaponParam other) { if (other == null) { return; } Update(other.radius); }
public WeaponParam( WeaponParam _src ) { m_ComponentName = _src.m_ComponentName ; m_Angle = _src.m_Angle ; m_Range = _src.m_Range ; m_Accuracy = _src.m_Accuracy ; m_FireAudioName = _src.m_FireAudioName ; }
public void CopyFrom(WeaponParam other) { if (other == null) { return; } Update(other.radius, other.stiffnessForce, other.dragForce, other.threshold, other.hasChestCollider, other.hasWaistCollider, other.colliders); }
public void CopyFrom(WeaponParam other) { if (other == null) { return; } Update(other.dynamicRatio, other.windStrength); }
public WeaponParam GetWeaponParam(int weaponID, bool create = false) { var param = m_weaponParams.Find(p => p.weaponID == weaponID); if (create && param == null) { param = new WeaponParam(weaponID, radius); m_weaponParams.Add(param); } return(param); }
public WeaponParam GetWeaponParam(int weaponID, bool create = false) { var param = m_weaponParams.Find(p => p.weaponID == weaponID); if (create && param == null) { param = new WeaponParam(weaponID, radius, stiffnessForce, dragForce, threshold, false, false, colliders); m_weaponParams.Add(param); } return(param); }
public WeaponParam GetWeaponParam(int weaponID, bool create = false) { var param = m_weaponParams.Find(p => p.weaponID == weaponID); if (create && param == null) { param = new WeaponParam(weaponID, dynamicRatio, windStrength); m_weaponParams.Add(param); } return(param); }
public static bool Parse( /*in*/ XmlNode _WeaponParamNode , out WeaponParam _Result ) { _Result = new WeaponParam() ; if( null == _WeaponParamNode ) return false ; if( null != _WeaponParamNode.Attributes[ "componentName" ] ) _Result.m_ComponentName = _WeaponParamNode.Attributes[ "componentName" ].Value ; if( null != _WeaponParamNode.Attributes[ "angle" ] ) { float tmp = 0.0f ; float.TryParse( _WeaponParamNode.Attributes[ "angle" ].Value , out tmp ) ; _Result.m_Angle = tmp ; } if( null != _WeaponParamNode.Attributes[ "range" ] ) { float tmp = 0.0f ; float.TryParse( _WeaponParamNode.Attributes[ "range" ].Value , out tmp ) ; _Result.m_Range = tmp ; } if( null != _WeaponParamNode.Attributes[ "accuracy" ] ) { float accuracy = 0.0f ; float.TryParse( _WeaponParamNode.Attributes[ "accuracy" ].Value , out accuracy ) ; _Result.m_Accuracy = accuracy ; } if( null != _WeaponParamNode.Attributes[ "fireAudioName" ] ) _Result.m_FireAudioName = _WeaponParamNode.Attributes[ "fireAudioName" ].Value ; return ( 0 != _Result.m_ComponentName.Length ) ; }
public UnitComponentData( UnitComponentData _src ) { this.m_Name = _src.m_Name ; this.m_HP = new StandardParameter( _src.m_HP ) ; this.m_Energy = new StandardParameter( _src.m_Energy ) ; this.m_Generation = new StandardParameter( _src.m_Generation ) ; this.m_Effect = new StandardParameter( _src.m_Effect ) ; this.m_Status = _src.m_Status ; this.m_StatusDescription = new StatusDescription( _src.m_StatusDescription ) ; this.m_Effect_HP_Curve = new InterpolateTable( _src.m_Effect_HP_Curve ) ; this.m_ReloadEnergy = new StandardParameter( _src.m_ReloadEnergy ) ; this.m_ReloadGeneration = new StandardParameter( _src.m_ReloadGeneration ) ; this.m_WeaponReloadStatus = _src.m_WeaponReloadStatus ; this.m_ComponentParam = new ComponentParam( _src.m_ComponentParam ) ; this.m_WeaponParam = new WeaponParam( _src.m_WeaponParam ) ; }
/// <summary> /// Bullets the create. /// </summary> /// <param name="pParam">P parameter.</param> /// <param name="pTransform">P transform.</param> protected override void WeaponParamCreate(WeaponParam pParam, Transform pTransform = null) { base.WeaponParamCreate (pParam, _gunTips); pParam.interval = 4f; pParam.bulletsSpeed = 100f; pParam.minPlayTime = 10f; pParam.maxPlayTime = 20f; pParam.m_type = SHOOTER_TYPE.CREW; }
private GameObject _CreateBullets(WeaponParam pParams, Quaternion que) { GameObject _obj = (GameObject)Instantiate(pParams.Bullet, pParams.bulletsOffset, que); _obj.transform.SetParent(BaseTransform); return _obj; }
/// <summary> /// Bullets the create. /// </summary> protected virtual void WeaponParamCreate(WeaponParam pParam, Transform pTransform = null) { if (pTransform != null) { pParam.bulletsOffset = pTransform.position + characterBulletsOffset.RevisionTurn(flip); pParam.attack = attack; } }