Пример #1
0
 //捡到道具后更新属性
 public void setBaseProperty(weaponItem_property weapon)
 {
     if (weapon.mType == weaponType.bulletNormal)
     {
         baseBulletDamage = weapon.baseBulletDamage;
         if (weapon.baseBulletDistance != 0)
         {
             baseBulletDistance = weapon.baseBulletDistance;
         }
         if (weapon.baseBulletRate != 0)
         {
             baseBulletRate = weapon.baseBulletRate;
         }
         if (weapon.baseBulletSpeed != 0)
         {
             baseBulletSpeed = weapon.baseBulletSpeed;
         }
         mknockBack  = weapon.mknockBack;
         mdamageRate = weapon.baseDamageRate;
         bulletSpe   = weapon.bulletSpe;
         Debug.Log("子弹武器更新 基础属性" + "\r\n" +
                   "子弹伤害: " + baseBulletDamage + "\r\n" +
                   "子弹伤害间隔: " + mdamageRate + "\r\n" +
                   "击退效果: " + mknockBack + "\r\n" +
                   "距离: " + baseBulletDistance + "\r\n" +
                   "间隔: " + baseBulletRate + "\r\n" +
                   "速度: " + baseBulletSpeed + "\r\n" +
                   "----------特殊效果:--------: " + "\r\n" +
                   "穿透性: " + bulletSpe.pierceBullet + "\r\n" +
                   "恐惧效果: " + bulletSpe.scaredBullet.scaredEffect + "\r\n" +
                   "元素类型: " + bulletSpe.element);
     }
 }
 //捡到道具后更新属性
 public void setBaseProperty(weaponItem_property weapon)
 {
     if (weapon.mType == weaponType.laserNormal)
     {
         laserDamage = weapon.baseBulletDamage;
         mknockBack  = weapon.mknockBack;
         if (weapon.baseBulletRate != 0)
         {
             mcoldDown = weapon.baseBulletRate;
             laserRate = preTime + flyingTime + mcoldDown;
         }
         if (weapon.baseDamageRate != 0)
         {
             mdamageRate = weapon.baseDamageRate;
         }
         bulletSpe = weapon.bulletSpe;
         Debug.Log("激光武器更新 基础属性" + "\r\n" +
                   "激光伤害: " + laserDamage + "\r\n" +
                   "伤害间隔: " + mdamageRate + "\r\n" +
                   "激光冷却: " + laserRate + "\r\n" +
                   "击退效果: " + mknockBack + "\r\n" +
                   "----------特殊效果:--------: " + "\r\n" +
                   "穿透性: " + bulletSpe.pierceBullet + "\r\n" +
                   "恐惧效果: " + bulletSpe.scaredBullet.scaredEffect + "\r\n" +
                   "元素类型: " + bulletSpe.element);
     }
 }
Пример #3
0
    public void enforceBullet(bulletSpeStruct bulletSpe)
    {
        GameObject shoot = this.transform.FindChild("shoot").gameObject;

        if (shoot)
        {
            shoot.SendMessage("setBulletSpecial", bulletSpe);
        }
    }
Пример #4
0
 //被外部调用修改子弹的属性
 public void setProperty(weaponType weapon, int damage, int knock, float damamgeRate, bulletSpeStruct bulletStruct, constant.BattleType battleType)
 {
     //Debug.Log ("子弹击退效果: " + knock);
     weapontype       = weapon;
     bulletDamage     = damage;
     bulletknock      = knock;
     bulletDamageRate = damamgeRate;
     bulletSpe        = bulletStruct;
     mBattleType      = battleType;
     //Debug.Log ("子弹类型: " + weapontype);
 }
Пример #5
0
    //子弹特殊效果强化
    public bool enforceWeapon(GameObject obj)
    {
        bulletEnforce_Property bulletEnforcePro = obj.GetComponent <bulletEnforce_Property> ();
        bulletSpeStruct        bulletSpe        = bulletEnforcePro.bulletSpe;
        char_property          charProperty     = gameObject.GetComponent <char_property> ();

        if (charProperty)
        {
            charProperty.enforceBullet(bulletSpe);
            return(true);
        }
        Debug.Log("子弹效果无法强化,请检查系统!");
        return(false);
    }
Пример #6
0
 //修改bullet的special属性
 public void setBulletSpecial(bulletSpeStruct bullet)
 {
     bulletSpe = bullet;
 }