/// <summary> /// 换枪 /// </summary> /// <param name="index"></param> protected virtual void SwitchGun(int index) { if (index >= 0 && index < guns.Length && index != currentIndex) { currentGun.transform.SetParent(rear.transform); currentGun.transform.localPosition = currentGun.data.StandbyPosition; currentGun.transform.localRotation = Quaternion.Euler(currentGun.data.StandbyRotation); currentGun.transform.localScale = currentGun.data.StandbyScale; currentGun.SetUse(false); currentGun = guns[index]; currentIndex = index; currentGun.transform.SetParent(hand.transform); currentGun.transform.localPosition = currentGun.data.UsePosition; currentGun.transform.localRotation = Quaternion.Euler(currentGun.data.UseRotation); currentGun.transform.localScale = currentGun.data.UseScale; currentGun.SetUse(true); } }
private void InitGun() { //guns[0] if (guns.Length > 0) { currentGun = guns[0]; currentIndex = 0; currentGun.transform.SetParent(hand.transform); currentGun.transform.localPosition = currentGun.data.UsePosition; currentGun.transform.localRotation = Quaternion.Euler(currentGun.data.UseRotation); currentGun.transform.localScale = currentGun.data.UseScale; guns[1].transform.SetParent(rear.transform); guns[1].transform.localPosition = guns[1].data.StandbyPosition; guns[1].transform.localRotation = Quaternion.Euler(guns[1].data.StandbyRotation); guns[1].transform.localScale = guns[1].data.StandbyScale; currentGun.SetUse(true); guns[1].SetUse(false); } }