Exemplo n.º 1
0
    public void RpcdoDamagebyItemIndex(Vector3 origin, Vector3 direction, int itemid, byte seed)
    {
        FPSItemEquipment item = UnitZ.itemManager.GetFPSitem(itemid);

        if (item != null)
        {
            FPSWeaponEquipment weapon = item.GetComponent <FPSWeaponEquipment>();
            if (weapon != null)
            {
                doDamage(origin, direction, weapon.BulletNum, weapon.Spread, seed, weapon.Damage, weapon.Distance, weapon.MaxPenetrate, NetID, Team);
            }
        }
    }
Exemplo n.º 2
0
 void Awake()
 {
     ItemEquipments = new Dictionary <int, FPSItemEquipment>(ItemsList.Length);
     for (int i = 0; i < ItemsList.Length; i++)
     {
         ItemsList[i].ItemID    = Suffix + i;
         ItemsList[i].ItemIndex = i;
         //每个物体分配ID
         if (ItemsList[i].ItemFPS)
         {
             FPSItemEquipment fpsItemEquipment = ItemsList[i].ItemFPS.GetComponent <FPSItemEquipment>();
             if (fpsItemEquipment)
             {
                 fpsItemEquipment.ItemID    = ItemsList[i].ItemID;
                 fpsItemEquipment.ItemIndex = i;
                 ItemEquipments[i]          = fpsItemEquipment;
             }
             FPSWeaponEquipment weapon = ItemsList[i].ItemFPS.GetComponent <FPSWeaponEquipment>();
             if (weapon)
             {
                 if (ItemsList[i].ItemEquip)
                 {
                     ItemsList[i].ItemEquip.UsingType = weapon.UsingType;
                 }
             }
             //物品放置
             FPSItemPlacing fpsItemPlacer = ItemsList[i].ItemFPS.GetComponent <FPSItemPlacing>();
             if (fpsItemPlacer)
             {
                 if (fpsItemPlacer.Item != null)
                 {
                     ObjectSpawn objSpawn = fpsItemPlacer.Item.GetComponent <ObjectSpawn>();
                     if (objSpawn)
                     {
                         objSpawn.ItemID = ItemsList[i].ItemID;
                         if (objSpawn.Item)
                         {
                             ObjectPlacing objPlace = objSpawn.Item.GetComponent <ObjectPlacing>();
                             if (objPlace)
                             {
                                 objPlace.ItemID = ItemsList[i].ItemID;
                             }
                         }
                     }
                 }
             }
         }
     }
 }
Exemplo n.º 3
0
    public void Trigger2(bool fire)
    {
        FPSItemEquipment FPSitem = FPSItem();

        if (FPSitem == null)
        {
            return;
        }

        if (fire)
        {
            FPSitem.Trigger2();
        }
        else
        {
            FPSitem.OnTrigger2Release();
        }
    }
Exemplo n.º 4
0
 public void AttachFPSItemView(FPSItemEquipment item)
 {
     UpdateCount+=1;
     if (item != null && FPSItemView != null) {
         RemoveEquipItem (FPSItemView);
         Quaternion rotationTemp = FPSItemView.transform.rotation;
         rotationTemp.eulerAngles += FPSItemView.RotationOffset;
         //Debug.Log (item.gameObject.name);
         GameObject newitem = (GameObject)GameObject.Instantiate (item.gameObject, FPSItemView.transform.position, rotationTemp);
         newitem.transform.parent = FPSItemView.gameObject.transform;
         FPSEquipment = newitem.GetComponent<FPSItemEquipment> ();
     }
 }
Exemplo n.º 5
0
 public void AttachFPSItemViewAndCollector(FPSItemEquipment item, ItemCollector itemcollector)
 {
     UpdateCount+=1;
     if (item != null && FPSItemView != null) {
         RemoveEquipItem (FPSItemView);
         Quaternion rotationTemp = FPSItemView.transform.rotation;
         rotationTemp.eulerAngles += FPSItemView.RotationOffset;
         GameObject newitem = (GameObject)GameObject.Instantiate (item.gameObject, FPSItemView.transform.position, rotationTemp);
         newitem.transform.parent = FPSItemView.gameObject.transform;
         FPSEquipment = newitem.GetComponent<FPSItemEquipment> ();
         collectorAttachedTemp = itemcollector;
         SaveDataToItemCollector ((FPSWeaponEquipment)FPSEquipment.GetComponent<FPSWeaponEquipment> (), itemcollector);
     }
 }