void OnSelectWeaponChanged(bool isOn, LevelMapWeaponObject weaponObject) { if (isOn && weaponObject) { //Weapon weapon = weaponObject.GetWeapon(); // WeaponProperty wp = WeaponManager.Instance.GetCurrentPropertyById(weaponObject.weaponId); WeaponItem wi = WeaponManager.Instance.GetWeaponItemById(weaponObject.weaponId); if (wi != null) { selectWeaponId = wi.Id; //设置名字 SetChildText(weaponSelect.GetComponent <RectTransform>(), "SelectedWeaponName", wi.Name); WeaponProperty wp = wi.GetCurrentProperty(); if (wp != null) { //设置武器攻击值 SetChildSliderValue(weaponInfo, "Pwoer", wp.Power / GameGlobalValue.s_MaxWeaponAttack); //设置攻击次数 SetChildSliderValue(weaponInfo, "FireRate", (wp.FireRate) / GameGlobalValue.s_MaxFireRatePerSeconds); //准确度 //float stab = 1.0f; //if (weapon.randomShooting) //{ // stab -= weapon.randomShootingSize.x / GameGlobalValue.s_MaxShakeDistance; //} //SetChildSliderValue(weaponInfo, "Stability", stab); //弹夹 SetChildSliderValue(weaponInfo, "Magazine", (float)wp.ClipSize / GameGlobalValue.s_MaxMagazineSize); //移动速度 // SetChildSliderValue(weaponInfo, "Mobility", weapon.moveSpeed / GameGlobalValue.s_MaxMobility); //得分能力 SetChildSliderValue(weaponInfo, "ScoreBouns", wp.ScoreBonus / GameGlobalValue.s_MaxSocreBonus); } } } else { selectWeaponId = -1; } }
void OnSelectWeaponChanged(bool isOn, LevelMapWeaponObject weaponObject) { if (isOn && weaponObject) { //Weapon weapon = weaponObject.GetWeapon(); // WeaponProperty wp = WeaponManager.Instance.GetCurrentPropertyById(weaponObject.weaponId); WeaponItem wi = WeaponManager.Instance.GetWeaponItemById(weaponObject.weaponId); if (wi != null) { selectWeaponId = wi.Id; //设置名字 SetChildText(weaponSelect.GetComponent<RectTransform>(), "SelectedWeaponName", wi.Name); WeaponProperty wp = wi.GetCurrentProperty(); if (wp != null) { //设置武器攻击值 SetChildSliderValue(weaponInfo, "Pwoer", wp.Power / GameGlobalValue.s_MaxWeaponAttack); //设置攻击次数 SetChildSliderValue(weaponInfo, "FireRate", (wp.FireRate) / GameGlobalValue.s_MaxFireRatePerSeconds); //准确度 //float stab = 1.0f; //if (weapon.randomShooting) //{ // stab -= weapon.randomShootingSize.x / GameGlobalValue.s_MaxShakeDistance; //} //SetChildSliderValue(weaponInfo, "Stability", stab); //弹夹 SetChildSliderValue(weaponInfo, "Magazine", (float)wp.ClipSize / GameGlobalValue.s_MaxMagazineSize); //移动速度 // SetChildSliderValue(weaponInfo, "Mobility", weapon.moveSpeed / GameGlobalValue.s_MaxMobility); //得分能力 SetChildSliderValue(weaponInfo, "ScoreBouns", wp.ScoreBonus / GameGlobalValue.s_MaxSocreBonus); } } } else { selectWeaponId = -1; } }