/// <summary> /// 设置WeaponData,使用的是装备的武器 /// 做强化系统时再加上强化的数值 /// </summary> /// <param name="_weapon">哪一个PlayerWeapon</param> private void UpdatePlayerWeapon(IPlayerWeapon playerWeapon) { if (playerWeapon == null) { return; } }
/// <summary> /// 建立3个成员的关联 /// </summary> public void Initialize() { PlayerMono = Player.GameObjectInScene.GetComponent <IPlayerMono>(); if (PlayerMono) { PlayerMono.PlayerMedi = this; PlayerMono.Rgbd = Player.Rgbd; PlayerMono.AnimatorComponent = Player.animator; PlayerWeapon = PlayerMono.iPlayerWeapon; PlayerMono.Initialize(); if (PlayerWeapon != null) { PlayerWeapon.PlayerMedi = this; // 引用 PlayerWeapon.Initialize(); PlayerMono.WeaponCollider = PlayerWeapon.WeaponCollider; } else { Debug.LogWarning("iPlayerWeapon未赋值"); } } }
/// <summary> /// 设置WeaponData,使用的是装备的武器 /// 就目前的实现来说,所有Weapon对象均共用同一个IWeaponMono,所以初始化时关联一个默认Weapon,切换武器时切换Weapon对象即可 /// </summary> /// <param name="_weapon">哪一个PlayerWeapon</param> private void UpdatePlayerWeapon(IPlayerWeapon _playerWeapon) { _playerWeapon.BasicAttack = Player.AttackPoint; _playerWeapon.Crit = Player.CritPoint; _playerWeapon.Special = Player.Special; }
/// <summary> /// 设置WeaponData,使用的是装备的武器 /// 做强化系统时再加上强化的数值 /// </summary> /// <param name="_weapon">哪一个PlayerWeapon</param> private void UpdatePlayerWeapon(IPlayerWeapon _playerWeapon) { }