/// <summary> /// Gets the current weapon. /// </summary> /// <returns>The current weapon.</returns> /// <param name="pRange">P range.</param> protected virtual WeaponParam GetCurrentWeapon(ATTACK_RANGE pRange) { WeaponParam obj = null; if (pRange == ATTACK_RANGE.NONE) { pRange = ATTACK_RANGE.LONG; } switch (pRange) { case ATTACK_RANGE.LONG: obj = m_WeaponController.weaponParam [(int)pRange]; break; case ATTACK_RANGE.MIDDLE: obj = m_WeaponController.weaponParam [(int)pRange]; break; case ATTACK_RANGE.SHORT: obj = m_WeaponController.weaponParam [(int)pRange]; break; } return obj; }
/// <summary> /// 通常武器のSpineAttachMent /// </summary> /// <param name="range">Range.</param> public virtual void WeaponAttachment(ATTACK_RANGE range) { switch (range) { case (ATTACK_RANGE.LONG): case (ATTACK_RANGE.NONE): // break; case (ATTACK_RANGE.MIDDLE): // break; case (ATTACK_RANGE.SHORT): // break; } spineAnimation.skeleton.SetAttachment("gun_tips", "gun_b"); spineAnimation.skeleton.SetAttachment("muzzle", "muzzle"); }