public void AddWeapon(WeaponRuntime weapon) { weaponList.Add(weapon); currentId++; weapon.InitNetData(netData); changeWeapon(weapon.weaponId); (netData as PlayerData).skillList.AddSkill(weapon.defalutSkillId); }
public void AddWeapon(WeaponRuntime weapon) { weaponList.Add(weapon); currentId++; weapon.InitNetData(netData); changeWeapon(weapon.weaponId); (netData as PlayerData).skillList.AddSkill(weapon.defalutSkillId); //UnityEngine.Debug.LogError("add "+Weapon.WeaponId); }
public static WeaponRuntime Parse(WeaponData weaponData) { WeaponRuntime runtime; if (weaponData.weaponType == WeaponType.枪) { runtime = new Gun(); } else { runtime = new WeaponRuntime(); } runtime.weaponData = weaponData; return(runtime); }
// TODO: consider what we need to put here. // things like durability, any temporary bonuses, etc. etc. public WeaponRuntime ToRuntime(WeaponSystem owner) { var runtime = new WeaponRuntime(owner, this); return(runtime); }
public void AddWeapon(WeaponId weaponId) { AddWeapon(WeaponRuntime.Parse(WeaponManager.Get(weaponId.ToString()))); }
public void StartUse() { weapon = player.weaponSystem.curWeapon <WeaponRuntime>(); skillData.SetTrigger(SkillTrigger.PressStart, this); }