示例#1
0
 private void InitHand(StoneHatchet stone, int damage, int durable, GunType gunType, GameObject icon)
 {
     stone.Id          = index++;
     stone.Damage      = damage;
     stone.Durable     = durable;
     stone.WeapenType  = gunType;
     stone.ToolBarIcon = icon;
 }
示例#2
0
文件: GunFactory.cs 项目: ych1998/War
    /// <summary>
    /// 实例化武器.
    /// </summary>
    public GameObject CreateGun(string weaponName, GameObject item)
    {
        GameObject weapon = null;

        switch (weaponName)
        {
        case "Assault Rifle":
            weapon = GameObject.Instantiate <GameObject>(prefab_AssaultRifle, m_Transform);
            InitWeapon(weapon, 100, 20, GunType.AssaultRifle, item);
            break;

        case "Shotgun":
            weapon = GameObject.Instantiate <GameObject>(prefab_Shotgun, m_Transform);
            InitWeapon(weapon, 200, 20, GunType.Shotgun, item);
            break;

        case "Wooden Bow":
            weapon = GameObject.Instantiate <GameObject>(prefab_WoodenBow, m_Transform);
            InitWeapon(weapon, 70, 20, GunType.WoodenBow, item);
            break;

        case "Wooden Spear":
            weapon = GameObject.Instantiate <GameObject>(prefab_WoodenSpear, m_Transform);
            InitWeapon(weapon, 50, 20, GunType.WoodenSpear, item);
            break;

        case "Building Plan":
            weapon = GameObject.Instantiate <GameObject>(prefab_BuildingPlan, m_Transform);
            break;

        case "Stone Hatchet":
            weapon = GameObject.Instantiate <GameObject>(prefab_StoneHatchet, m_Transform);
            StoneHatchet sh = weapon.GetComponent <StoneHatchet>();
            sh.Damage      = 100;
            sh.Durable     = 20;
            sh.M_GunType   = GunType.StoneHatchet;
            sh.ToolBarItem = item;
            break;
        }

        return(weapon);
    }