void Handle_GunFire(Player p, Gun g, int score) { //Debug.Log("Handle_GunFire"); Bullet prefabBullet = ModuleBullet.Get_PrefabBullet_Used(g); //tk2dAnimatedSprite ani; if (prefabBullet == null) { return; } GunLevelType gLvType = g.GetLevelType(); GunPowerType gPowerType = g.GetPowerType(); int NumInstance = 2 + (int)gLvType;//生成的数量 float widthBullet = WidthBulletNormal[(int)g.GetLevelType()]; Vector3 posOffset = new Vector3(-widthBullet * NumInstance / 2F, 0F); for (int i = 0; i != NumInstance; ++i) { Bullet b = Pool_GameObj.GetObj(prefabBullet.gameObject).GetComponent <Bullet>(); b.Prefab_GoAnisprBullet = Prefab_AniBullet; b.Prefab_SpriteNameSet = gPowerType == GunPowerType.Normal ? nameSetAniBulletNor : nameSetAniBulletLizi; BulletEx_Splitor bEx_Splitor = b.gameObject.AddComponent <BulletEx_Splitor>(); bEx_Splitor.FactorSplit = NumInstance; b.transform.position = g.local_GunFire.position + g.AniSpr_GunPot.transform.rotation * posOffset; posOffset.x += widthBullet; b.Score = score; b.Fire(p, null, g.AniSpr_GunPot.transform.rotation); } }
public static GunType CombineGunLevelAndPower(GunLevelType glt, GunPowerType gpt) { switch (glt) { case GunLevelType.Dbl: switch (gpt) { case GunPowerType.Normal: return GunType.Normal; case GunPowerType.Lizi: return GunType.Lizi; } break; case GunLevelType.Tri: switch (gpt) { case GunPowerType.Normal: return GunType.NormalTri; case GunPowerType.Lizi: return GunType.LiziTri; } break; case GunLevelType.Quad: switch (gpt) { case GunPowerType.Normal: return GunType.NormalQuad; case GunPowerType.Lizi: return GunType.LiziQuad; } break; } return GunType.Normal; }
public static GunType CombineGunLevelAndPower(GunLevelType glt, GunPowerType gpt) { switch (glt) { case GunLevelType.Dbl: switch (gpt) { case GunPowerType.Normal: return(GunType.Normal); case GunPowerType.Lizi: return(GunType.Lizi); } break; case GunLevelType.Tri: switch (gpt) { case GunPowerType.Normal: return(GunType.NormalTri); case GunPowerType.Lizi: return(GunType.LiziTri); } break; case GunLevelType.Quad: switch (gpt) { case GunPowerType.Normal: return(GunType.NormalQuad); case GunPowerType.Lizi: return(GunType.LiziQuad); } break; } return(GunType.Normal); }
public bool ChangeGun(int lvType, GunPowerType pwrType) { PowerType = pwrType; return(ChangeGun(lvType)); }
public bool ChangeGun(GunLevelType lvType, GunPowerType pwrType) { return(ChangeGun(Gun.CombineGunLevelAndPower(lvType, pwrType))); }
public bool ChangeGun(GunLevelType lvType, GunPowerType pwrType) { return ChangeGun(Gun.CombineGunLevelAndPower(lvType, pwrType)); }