//武器降级 public void OnMinusGun() { if (currentGun) { GunAttr oGunAttr = currentGun.GetComponent <GunAttr>(); bool bMinus = oGunAttr.MinusPower(); if (bMinus) { _currentPowerIndex--; } else { _gunIndex--; if (_gunIndex < 0) { _gunIndex = m_GunArrays.Length - 1; if (currentMaxPowerIndex > 0) { _currentPowerIndex = currentMaxPowerIndex - 1; } else { _currentPowerIndex = 0; } } else { _currentPowerIndex--; } currentGun.GetComponent <GunAttr>().initMaxPower(); switchGun(); } swithGunCost(); } }
//武器提升 public void OnUpgradeGun() { if (currentGun) { GunAttr oGunAttr = currentGun.GetComponent <GunAttr>(); bool bUpgrade = oGunAttr.AddPower(); //当前枪切升级威力成功 if (bUpgrade) { _currentPowerIndex++; } else { //当前枪已经是最大威力,换枪 _gunIndex++; if (_gunIndex >= m_GunArrays.Length) { _gunIndex = 0; _currentPowerIndex = 0; } else { _currentPowerIndex++; } currentGun.GetComponent <GunAttr>().initMinPower(); switchGun(); } swithGunCost(); } }