public static List <AKEventCfg> Gather() { if (dict.Count == 0) { dict.Add(1, AudioConfigSimulator.SimAKEventCfg1()); dict.Add(2, AudioConfigSimulator.SimAKEventCfg2()); } return(dict.Values.ToList <AKEventCfg>()); }
/// <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); }