示例#1
0
    //换弹
    public void OnSwapBullet()
    {
        //发消息
        LoginMsg.C2S_NPC_Animation msg = new LoginMsg.C2S_NPC_Animation();
        msg.npcId = anictr.baseActor.info.guid;
        msg.animatiom = "SwapBullet";
        msg.roomNum = ActorManager.Instance.controlActor.info.roomID;
        anictr.baseActor.info.sendAnimationNum++;
        msg.num = anictr.baseActor.info.sendAnimationNum;

        LoginServerManager.Instance.Server.SendMessage(ActorManager.Instance.controlActor.info.guid, ICmdNum.CmdNum.CS_NPC_Animation, msg, LoginServerManager.Instance.sendTime.interval_3, LoginServerManager.Instance.sendTime.count_3);

        //动画
        anictr.baseActor.info.obj.GetComponent<AnimationControl>().SwapBullet();
        anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.curCount = anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.count;

        //弹药
        anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.curCount = anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.count;
    }
示例#2
0
    //换枪
    public void OnSwapGun()
    {
        ////换枪
        //anictr.baseActor.info.useGunIndex++;
        //if (anictr.baseActor.info.useGunIndex > anictr.baseActor.info.m_GunList.Count - 1)
        //    anictr.baseActor.info.useGunIndex = 0;

        //int index = anictr.baseActor.info.useGunIndex - 1;
        //if (index < 0) index = anictr.baseActor.info.m_GunList.Count - 1;
        //anictr.baseActor.info.m_GunList[index].info.obj.SetActive(false);
        //anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.obj.SetActive(true);
        //动画事件处理换枪

        //发消息
        LoginMsg.C2S_NPC_Animation msg = new LoginMsg.C2S_NPC_Animation();
        msg.npcId = anictr.baseActor.info.guid;
        msg.animatiom = "SwapGun";
        msg.roomNum = ActorManager.Instance.controlActor.info.roomID;
        anictr.baseActor.info.sendAnimationNum++;
        msg.num = anictr.baseActor.info.sendAnimationNum;

        LoginServerManager.Instance.Server.SendMessage(ActorManager.Instance.controlActor.info.guid, ICmdNum.CmdNum.CS_NPC_Animation, msg, LoginServerManager.Instance.sendTime.interval_3, LoginServerManager.Instance.sendTime.count_3);

        //动画
        anictr.baseActor.info.obj.GetComponent<AnimationControl>().SwapGun();

        //频率
        
        if (anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.frequency == 0)
            fireControl.delta = 10000;
        else
        {
            if (ai.attack_delta_time > 0.0001f)
                fireControl.delta = ai.attack_delta_time;
            else
                fireControl.delta = 1.0f / anictr.baseActor.info.m_GunList[anictr.baseActor.info.useGunIndex].info.frequency;
        }
    }