/// <summary> /// Starts to aims. /// </summary> /// <param name="aimsMode">The aims mode.</param> /// <param name="range">The range.</param> /// <param name="width">The width.</param> public void StartToAims(AimsMode aimsMode, float range, float width) { //Begin by reset all aims ResetAllAims(); m_Ship.m_ShipEquipementBehavior.m_ShipAims.SetActive(false); switch (aimsMode) { case AimsMode.StraightShoot: m_StraightAims.transform.localScale = new Vector3(0.79f + (0.245f * range), m_StraightAims.transform.localScale.y, width); //m_StraightAims.SetActive(true); break; } }
/// <summary> /// Starts to aims. /// </summary> /// <param name="aimsMode">The aims mode.</param> /// <param name="range">The range.</param> /// <param name="width">The width.</param> public void StartToAims(AimsMode aimsMode, float range, float width) { //Begin by reset all aims ResetAllAims(); m_Ship.m_ShipEquipementBehavior.m_ShipAims.SetActive(false); switch(aimsMode) { case AimsMode.StraightShoot: m_StraightAims.transform.localScale = new Vector3(0.79f+(0.245f* range), m_StraightAims.transform.localScale.y,width); //m_StraightAims.SetActive(true); break; } }
void FillEquipment(string name) { m_Level = TriDataBase.instance.m_WeaponDico[name].m_Level; m_LevelUp = TriDataBase.instance.m_WeaponDico[name].m_LevelUp; m_Login = TriDataBase.instance.m_WeaponDico[name].m_Name; m_Damage = TriDataBase.instance.m_WeaponDico[name].m_Damage; m_DamageUpgrade = TriDataBase.instance.m_WeaponDico[name].m_DamageUpgrade; m_Range = TriDataBase.instance.m_WeaponDico[name].m_Range; m_RangeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_RangeUpgrade; m_Width = TriDataBase.instance.m_WeaponDico[name].m_Width; m_WidthUpgrade = TriDataBase.instance.m_WeaponDico[name].m_WidthUpgrade; m_Cooldown = TriDataBase.instance.m_WeaponDico[name].m_Cooldown; m_CooldownUpgrade = TriDataBase.instance.m_WeaponDico[name].m_CooldownUpgrade; m_ShootType = TriDataBase.instance.m_WeaponDico[name].m_ShootType; m_ShootTypeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_ShootTypeUpgrade; m_Cost = TriDataBase.instance.m_WeaponDico[name].m_Cost; m_Grade = TriDataBase.instance.m_WeaponDico[name].m_Grade; m_Rank = TriDataBase.instance.m_WeaponDico[name].m_Rank; m_State1 = TriDataBase.instance.m_WeaponDico[name].m_State1; m_State2 = TriDataBase.instance.m_WeaponDico[name].m_State2; m_Description = TriDataBase.instance.m_WeaponDico[name].m_Description; m_Type = TriDataBase.instance.m_WeaponDico[name].m_Type; m_ShownName = TriDataBase.instance.m_WeaponDico[name].m_ShownName; UIManager.instance.InitializeActionBar(m_ActionNumber, m_Weapon); UIManager.instance.ActualizeAction(m_ActionNumber, 0,0); switch(m_ShootType) { case 1: m_AimsMode = AimsMode.Cone; break; case 2: m_AimsMode = AimsMode.StraightShoot; break; case 3: m_AimsMode = AimsMode.Aura; break; case 4: m_AimsMode = AimsMode.ThroughtShoot; break; case 5: m_AimsMode = AimsMode.Targeting; break; case 6: m_AimsMode = AimsMode.DistantArea; break; case 7: m_AimsMode = AimsMode.Spur; break; case 8: m_AimsMode = AimsMode.Specialist; break; case 9: m_AimsMode = AimsMode.Cone; break; } }
void FillEquipment(string name) { m_Level = TriDataBase.instance.m_WeaponDico[name].m_Level; m_LevelUp = TriDataBase.instance.m_WeaponDico[name].m_LevelUp; m_Login = TriDataBase.instance.m_WeaponDico[name].m_Name; m_Damage = TriDataBase.instance.m_WeaponDico[name].m_Damage; m_DamageUpgrade = TriDataBase.instance.m_WeaponDico[name].m_DamageUpgrade; m_Range = TriDataBase.instance.m_WeaponDico[name].m_Range; m_RangeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_RangeUpgrade; m_Width = TriDataBase.instance.m_WeaponDico[name].m_Width; m_WidthUpgrade = TriDataBase.instance.m_WeaponDico[name].m_WidthUpgrade; m_Cooldown = TriDataBase.instance.m_WeaponDico[name].m_Cooldown; m_CooldownUpgrade = TriDataBase.instance.m_WeaponDico[name].m_CooldownUpgrade; m_ShootType = TriDataBase.instance.m_WeaponDico[name].m_ShootType; m_ShootTypeUpgrade = TriDataBase.instance.m_WeaponDico[name].m_ShootTypeUpgrade; m_Cost = TriDataBase.instance.m_WeaponDico[name].m_Cost; m_Grade = TriDataBase.instance.m_WeaponDico[name].m_Grade; m_Rank = TriDataBase.instance.m_WeaponDico[name].m_Rank; m_State1 = TriDataBase.instance.m_WeaponDico[name].m_State1; m_State2 = TriDataBase.instance.m_WeaponDico[name].m_State2; m_Description = TriDataBase.instance.m_WeaponDico[name].m_Description; m_Type = TriDataBase.instance.m_WeaponDico[name].m_Type; m_ShownName = TriDataBase.instance.m_WeaponDico[name].m_ShownName; UIManager.instance.InitializeActionBar(m_ActionNumber, m_Weapon); UIManager.instance.ActualizeAction(m_ActionNumber, 0, 0); switch (m_ShootType) { case 1: m_AimsMode = AimsMode.Cone; break; case 2: m_AimsMode = AimsMode.StraightShoot; break; case 3: m_AimsMode = AimsMode.Aura; break; case 4: m_AimsMode = AimsMode.ThroughtShoot; break; case 5: m_AimsMode = AimsMode.Targeting; break; case 6: m_AimsMode = AimsMode.DistantArea; break; case 7: m_AimsMode = AimsMode.Spur; break; case 8: m_AimsMode = AimsMode.Specialist; break; case 9: m_AimsMode = AimsMode.Cone; break; } }