예제 #1
0
 public void ChangeGun(GunProperty.GUN_KIND kind)
 {
     if (!propertieList[kind].IsActivated)
     {
         return;
     }
     CurProperty = propertieList[kind];
 }
예제 #2
0
    public GameObject AssignBullet(GunProperty.GUN_KIND kind)
    {
        for (int i = 0; i < bulletList[kind].Count; i++)
        {
            if (bulletList[kind][i].activeSelf)
            {
                continue;
            }

            bulletList[kind][i].SetActive(true);
            return(bulletList[kind][i]);
        }

        return(null);
    }
예제 #3
0
 public void ChangeGunType(GunProperty.GUN_KIND kind)
 {
     anim.SetInteger("GunType", (int)kind);
 }
예제 #4
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 public void DeActivateGun(GunProperty.GUN_KIND kind)
 {
     propertieList[kind].IsActivated = false;
 }
예제 #5
0
 public void ActivateGun(GunProperty.GUN_KIND kind)
 {
     propertieList[kind].IsActivated = true;
 }
예제 #6
0
 public void ChangeGun(GunProperty.GUN_KIND kind)
 {
     myGun.ChangeGun(kind);
     CurGun = myGun.CurProperty;
 }