예제 #1
0
    /// <summary>
    /// 武器技能发射, 对武器造成影响. 计算新的弹道散布和后坐力
    /// </summary>
    private void PostWeaponFire(IComponentEvent entityEvent)
    {
        // 临时代码. 只有准星类型是1的武器, 才扩散弹道
        IWeapon          weapon = m_SkillProxy.GetCurrentWeapon();
        BattleWeaponBase currentBattleWeapon = m_SkillProxy.GetCurrentBattleWeapon();

        currentBattleWeapon?.PostWeaponFire();
    }
예제 #2
0
    private void RequestReload()
    {
        IWeapon weapon = m_PlayerSkillProxy.GetCurrentWeapon();

        if (weapon != null)
        {
//          C2S_CHANGE_MAGAZINE msg = SingleInstanceCache.GetInstanceByType<C2S_CHANGE_MAGAZINE>();
//          msg.protocolID = (ushort)KC2S_Protocol.c2s_change_magazine;
//          msg.weapon_tid = weapon.GetUID();
//          SendToGameServer(msg);

            c2s_WeaponReload msg = new c2s_WeaponReload();
            msg.WeaponUid = weapon.GetUID();
            RequestWeaponReloadRPC.RequestWeaponReload(msg);
        }
    }
    /// <summary>
    /// 武器热键响应
    /// </summary>
    private void WeaponHotKeyOperation(IComponentEvent entityEvent)
    {
        SkillHotkey skillHotkey = entityEvent as SkillHotkey;
        IWeapon     weapon      = m_SkillProxy.GetCurrentWeapon();

        if (weapon == null)
        {
            return;
        }

        //武器&准星循环
        WeaponAndCrossSight weaponCS = m_SkillProxy.GetCurrentWeaponAndCrossSight();

        if (weaponCS != null)
        {
            weaponCS.OnHotKey(skillHotkey);
        }
    }
예제 #4
0
    /// <summary>
    /// 主武器改变时
    /// </summary>
    private void OnMainWeaponChanged()
    {
        m_lastFireFail = false;

        m_CurrentTargetList.Clear();

        m_Crosshair = null;
        m_Point = null;
        m_Frame = null;
        m_FrameBox = null;
        m_TargetBox = null;

        for (int i = 0; i < m_Root.childCount; i++)
        {
            m_Root.GetChild(i).gameObject.SetActive(false);
        }

        PlayerSkillProxy skillProxy = Facade.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;

        IWeapon currentWeapon = skillProxy.GetCurrentWeapon();

        m_WeaponStyle = (int)WeaponAndCrossSight.WeaponAndCrossSightTypes.Null;
        m_AutoLockEnabled = currentWeapon != null && currentWeapon.GetConfig().AssistKey != 0;

        SpacecraftEntity main = GetMainEntity();
        if (main && IsBattling())
        {
            IReformer reformer = skillProxy.UsingReformer() ? skillProxy.GetReformer() : null;

            if (reformer != null)
                m_WeaponStyle = (WeaponAndCrossSight.WeaponAndCrossSightTypes)reformer.GetConfig().Reticle;
            else if (currentWeapon != null)
                m_WeaponStyle = (WeaponAndCrossSight.WeaponAndCrossSightTypes)currentWeapon.GetConfig().Reticle;
        }

        m_Crosshair = m_Root.GetChild((int)m_WeaponStyle).GetComponent<RectTransform>();
       // m_Crosshair.gameObject.SetActive(true);
        m_Point = m_Crosshair.Find("point") != null ? m_Crosshair.Find("point").GetComponent<RectTransform>() : null;
        m_Frame = m_Crosshair.Find("frame") != null ? m_Crosshair.Find("frame").GetComponent<RectTransform>() : null;
        m_FrameBox = m_Crosshair.Find("FrameBox") != null ? m_Crosshair.Find("FrameBox").GetComponent<RectTransform>() : null;
        m_TargetBox = m_Crosshair.Find("Targets") != null ? m_Crosshair.Find("Targets").GetComponent<RectTransform>() : null;
	}
예제 #5
0
    /// <summary>
    /// 武器切换时
    /// </summary>
    /// <param name="hiddenRoot">是否隐藏根节点</param>
    private void OnWeaponToggleEnd(bool hiddenRoot)
    {
        m_Root.alpha = hiddenRoot ? 0 : 1;

        PlayerSkillProxy skillProxy = Facade.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;

        IWeapon currWeapon = skillProxy.GetCurrentWeapon();

        if (currWeapon != null)
        {
            IWeapon mainWeapon      = skillProxy.GetWeaponByIndex(0);
            IWeapon secondaryWeapon = skillProxy.GetWeaponByIndex(1);

            m_MainWeapon.gameObject.SetActive(true);
            m_SecondaryWeapon.gameObject.SetActive(true);

            m_MainWeapon.ResetTrigger("Big");
            m_MainWeapon.ResetTrigger("Small");

            m_SecondaryWeapon.ResetTrigger("Big");
            m_SecondaryWeapon.ResetTrigger("Small");

            m_RootAnimator.ResetTrigger("Show");
            m_RootAnimator.SetTrigger("Show");

            if (skillProxy.UsingReformer())
            {
                if (currWeapon.GetPos() == 0)
                {
                    m_MainWeapon.SetTrigger("Big");
                    m_SecondaryWeapon.SetTrigger("Small");
                    m_SecondaryWeapon.gameObject.SetActive(secondaryWeapon != null);
                }
                else if (currWeapon.GetPos() == 1)
                {
                    m_MainWeapon.SetTrigger("Small");
                    m_SecondaryWeapon.SetTrigger("Big");
                    m_MainWeapon.gameObject.SetActive(mainWeapon != null);
                }
            }
            else
            {
                if (currWeapon.GetPos() == 0)
                {
                    m_MainWeapon.SetTrigger("Big");
                    m_SecondaryWeapon.SetTrigger("Small");
                    m_SecondaryWeapon.gameObject.SetActive(secondaryWeapon != null);
                }
                else if (currWeapon.GetPos() == 1)
                {
                    m_MainWeapon.SetTrigger("Small");
                    m_SecondaryWeapon.SetTrigger("Big");
                    m_MainWeapon.gameObject.SetActive(mainWeapon != null);
                }
            }

            m_MainWeapon.gameObject.SetActive(mainWeapon != null);
            if (mainWeapon != null)
            {
                UIUtil.SetIconImage(m_MainWeaponIcon, mainWeapon.GetBaseConfig().Icon);
            }

            m_SecondaryWeaponIcon.gameObject.SetActive(secondaryWeapon != null);
            if (secondaryWeapon != null)
            {
                UIUtil.SetIconImage(m_SecondaryWeaponIcon, secondaryWeapon.GetBaseConfig().Icon);
            }
        }
        else
        {
            m_MainWeapon.gameObject.SetActive(false);
            m_SecondaryWeapon.gameObject.SetActive(false);
        }
    }
예제 #6
0
    /// <summary>
    /// 更新武器的子弹信息
    /// </summary>
    private void UpdateWeaponBullets()
    {
        if (m_Crosshair != null && m_WeaponStyle != WeaponAndCrossSight.WeaponAndCrossSightTypes.Null)
        {
            Transform powerSlider = FindComponent<Transform>(m_Crosshair, "Slider");
            Animator powerSliderAnimator = FindComponent<Animator>(m_Crosshair, "Slider");
            if (powerSlider == null)
                return;

            PlayerSkillProxy skillProxy = Facade.RetrieveProxy(ProxyName.PlayerSkillProxy) as PlayerSkillProxy;
            if (skillProxy.UsingReformer())
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            IWeapon currentWeapon = skillProxy.GetCurrentWeapon();
            if (currentWeapon == null)
            {
                powerSlider.gameObject.SetActive(false);
                return;
            }

            WeaponPowerVO weaponVO1 = skillProxy.GetWeaponPowerOfMainPlayer(0);
            WeaponPowerVO weaponVO2 = skillProxy.GetWeaponPowerOfMainPlayer(1);

            WeaponPowerVO power = weaponVO1 != null && skillProxy.GetWeaponByUID(weaponVO1.WeaponUID) == currentWeapon ? weaponVO1 : weaponVO2;

            float curr = 0;
            float total = 0;

			if (power != null)
			{
				if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.MachineGun  )
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
				else if (m_WeaponStyle == WeaponAndCrossSight.WeaponAndCrossSightTypes.Missile)
				{
					foreach (var entity in m_CurrentTargetList.Values)
					{
						curr += entity.LockTimes;
					}
                    total = MaxMissileCount;// skillProxy.GetCurrentBattleWeapon().GetRelativeHeightOfReticle().MissileCountInOneShot;
				}
				else if ((int)m_WeaponStyle ==(int)WeaponAndCrossSight.WeaponAndCrossSightTypes.ShotGun)
				{
					curr = power.CurrentValue;
					total = power.MaxValue;
				}
			}

			float weaponPowerRatio = total != 0 ? curr / total : 0;

            if (powerSliderAnimator)
            {
                if (power.ForceCooldown)
                    powerSliderAnimator.SetInteger("State", 2);
                else if (weaponPowerRatio <= 0.7f)
                    powerSliderAnimator.SetInteger("State", 0);
                else if (weaponPowerRatio > 0.7f)
                    powerSliderAnimator.SetInteger("State", 1);

                if (m_lastFireFail)
                    powerSliderAnimator.SetTrigger("FireFail");
            }

            m_lastFireFail = false;

            RadialSlider radialSlider = powerSlider.GetComponent<RadialSlider>();
            if(radialSlider)
            {
                radialSlider.FillAmount = weaponPowerRatio;
                return;
            }

            BulletSlider bulletSlider = powerSlider.GetComponent<BulletSlider>();
            if(bulletSlider)
            {
                bulletSlider.BulletCount = (int)total;
                bulletSlider.FillAmount = weaponPowerRatio;
                return;
            }

            Slider commonSlider = powerSlider.GetComponent<Slider>();
            if(commonSlider)
            {
                commonSlider.minValue = 0;
                commonSlider.maxValue = 1;
                commonSlider.value = weaponPowerRatio;
                return;
            }
        }
    }