public override void Init(IEquipmentModel model_) { _model = (WeaponModel)model_; _model.AttackEvent += OnAttack; if (bulletSpawnPos == null) { bulletSpawnPos = transform; } }
public void EquipItem(IEquipmentModel equipment_) { foreach (AbstractEquipmentHolder holder in equipmentHolders) { _newType = EquipmentHelper.GetEquipType(equipment_.Type); if (holder.EquipType != _newType) { continue; } holder.UnequipItem(); holder.EquipItem(equipment_); break; } }
protected void InstantiateEquipment(IEquipmentModel model_) { GameObject prefab = (GameObject)Resources.Load("Prefabs/GameEntities/Equipment/" + model_.PrefabName); GameObject go = GameObject.Instantiate(prefab) as GameObject; Transform t = go.transform; t.parent = this.transform; t.localPosition = Vector3.zero; t.localRotation = Quaternion.identity; go.SetActive(true); EquipController = go.GetComponent <AbstractEquipmentController>(); EquipController.Init(model_); }
public abstract void Init(IEquipmentModel model_);
public virtual void EquipItem(IEquipmentModel model_) { InstantiateEquipment(model_); model_.OnEquip(); }