示例#1
0
 /// <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;
     }
 }
示例#2
0
 /// <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");
         }
     }
 }
示例#3
0
 /// <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;
 }
示例#4
0
 /// <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)
 {
 }