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C# WeaponAnimation类代码示例

本文整理汇总了C#中WeaponAnimation的典型用法代码示例。如果您正苦于以下问题:C# WeaponAnimation类的具体用法?C# WeaponAnimation怎么用?C# WeaponAnimation使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


WeaponAnimation类属于命名空间,在下文中一共展示了WeaponAnimation类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GastroFork

		public GastroFork()
		{
			Name = "Gastro Fork";
			Hue = 2075;
			Attributes.WeaponDamage = 30;
			Attributes.WeaponSpeed = 25;
			WeaponAttributes.SelfRepair = 1;
			m_GastroAnimation = WeaponAnimation.Slash1H;
			// WeaponAttributes.HitLeechMana = 40;
		}
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:10,代码来源:GastroFork.cs

示例2: CheckHit

		public override bool CheckHit( Mobile attacker, Mobile defender )
		{
			switch( m_GastroAnimation )
			{
				case WeaponAnimation.Slash1H: m_GastroAnimation = WeaponAnimation.Pierce1H; break;
				case WeaponAnimation.Pierce1H: m_GastroAnimation = WeaponAnimation.Bash1H; break;
				case WeaponAnimation.Bash1H: m_GastroAnimation = WeaponAnimation.Slash1H; break;
			}

			if ( base.CheckHit( attacker, defender ) )
				return true;
			else if ( m_GastroAnimation == WeaponAnimation.Pierce1H )
				return true;
			else
				return false;
		}
开发者ID:greeduomacro,项目名称:cov-shard-svn-1,代码行数:16,代码来源:GastroFork.cs

示例3: BaseWeapon

        public BaseWeapon(int itemID)
            : base(itemID)
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes(this);
            m_AosWeaponAttributes = new AosWeaponAttributes(this);
            m_AosSkillBonuses = new AosSkillBonuses(this);
            m_AosElementDamages = new AosElementAttributes(this);
            #region SA
			m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
			#endregion

            #region Mondain's Legacy Sets
            m_SetAttributes = new AosAttributes(this);
            m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion

		ItemValue = GearScore.GetItemValue( this );
        }
开发者ID:romeov007,项目名称:imagine-uo,代码行数:38,代码来源:BaseWeapon.cs

示例4: Deserialize


//.........这里部分代码省略.........
						m_MaxDamage = -1;

					if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
						m_HitSound = reader.ReadInt();
					else
						m_HitSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
						m_MissSound = reader.ReadInt();
					else
						m_MissSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.Speed ) )
						m_Speed = reader.ReadInt();
					else
						m_Speed = -1;

					if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
						m_MaxRange = reader.ReadInt();
					else
						m_MaxRange = -1;

					if ( GetSaveFlag( flags, SaveFlag.Skill ) )
						m_Skill = (SkillName)reader.ReadInt();
					else
						m_Skill = (SkillName)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Type ) )
						m_Type = (WeaponType)reader.ReadInt();
					else
						m_Type = (WeaponType)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Animation ) )
						m_Animation = (WeaponAnimation)reader.ReadInt();
					else
						m_Animation = (WeaponAnimation)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Resource ) )
						m_Resource = (CraftResource)reader.ReadInt();
					else
						m_Resource = CraftResource.Iron;

					if ( GetSaveFlag( flags, SaveFlag.xAttributes ) )
						m_AosAttributes = new AosAttributes( this, reader );
					else
						m_AosAttributes = new AosAttributes( this );

					if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
						m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
					else
						m_AosWeaponAttributes = new AosWeaponAttributes( this );

					if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
					{
						m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
						((Mobile)Parent).AddSkillMod( m_SkillMod );
					}

					if ( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
						m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

					if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
					{
						m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
						((Mobile)Parent).AddSkillMod( m_MageMod );
					}
开发者ID:greeduomacro,项目名称:unknown-shard-1,代码行数:67,代码来源:BaseWeapon.cs

示例5: AlignRight

        private void AlignRight(WeaponAnimation anim, int width, int height)
        {
            if (LeftHand &&
                (weaponState == WeaponStates.Idle || weaponState == WeaponStates.StrikeDown || weaponState == WeaponStates.StrikeUp))
            {
                // Flip alignment
                AlignLeft(anim, width, height);
                return;
            }

            weaponPosition = new Rect(
                Screen.width * (1f - anim.Offset) - width * weaponScaleX,
                Screen.height - height * weaponScaleY,
                width * weaponScaleX,
                height * weaponScaleY);
        }
开发者ID:my0pic,项目名称:daggerfall-unity,代码行数:16,代码来源:FPSWeapon.cs

示例6: Deserialize


//.........这里部分代码省略.........
						m_HitSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
						m_MissSound = reader.ReadInt();
					else
						m_MissSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.Speed ) )
					{
						if ( version < 9 )
							m_Speed = reader.ReadInt();
						else
							m_Speed = reader.ReadFloat();
					}
					else
						m_Speed = -1;

					if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
						m_MaxRange = reader.ReadInt();
					else
						m_MaxRange = -1;

					if ( GetSaveFlag( flags, SaveFlag.Skill ) )
						m_Skill = (SkillName)reader.ReadInt();
					else
						m_Skill = (SkillName)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Type ) )
						m_Type = (WeaponType)reader.ReadInt();
					else
						m_Type = (WeaponType)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Animation ) )
						m_Animation = (WeaponAnimation)reader.ReadInt();
					else
						m_Animation = (WeaponAnimation)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Resource ) )
						m_Resource = (CraftResource)reader.ReadInt();
					else
						m_Resource = CraftResource.Iron;

					if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
					{
						m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
						((Mobile)Parent).AddSkillMod( m_SkillMod );
					}

					if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
						m_PlayerConstructed = true;

					if( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
						m_Slayer2 = (SlayerName)reader.ReadInt();

					if( GetSaveFlag( flags, SaveFlag.EngravedText ) )
						m_EngravedText = reader.ReadString();

					break;
				}
				case 4:
				{
					m_Slayer = (SlayerName)reader.ReadInt();

					goto case 3;
				}
				case 3:
开发者ID:Grimoric,项目名称:RunUO.T2A,代码行数:67,代码来源:BaseWeapon.cs

示例7: Weapon

 public Weapon(String name, WeaponAnimation animation)
 {
     m_name = name;
     m_animation = animation;
 }
开发者ID:ArchbishopDave,项目名称:TestProject,代码行数:5,代码来源:Weapon.cs

示例8: AlignLeft

 private void AlignLeft(WeaponAnimation anim, int width, int height)
 {
     weaponPosition = new Rect(
         Screen.width * anim.Offset,
         Screen.height - height * weaponScaleY,
         width * weaponScaleX,
         height * weaponScaleY);
 }
开发者ID:my0pic,项目名称:daggerfall-unity,代码行数:8,代码来源:FPSWeapon.cs

示例9: Deserialize


//.........这里部分代码省略.........
                            m_HitSound = -1;

                        if( GetSaveFlag(flags, SaveFlag.MissSound) )
                            m_MissSound = reader.ReadInt();
                        else
                            m_MissSound = -1;

                        if( GetSaveFlag(flags, SaveFlag.Speed) )
                        {
                            if( version < 9 )
                                m_Speed = reader.ReadInt();
                            else
                                m_Speed = reader.ReadFloat();
                        }
                        else
                            m_Speed = -1;

                        if( GetSaveFlag(flags, SaveFlag.MaxRange) )
                            m_MaxRange = reader.ReadInt();
                        else
                            m_MaxRange = -1;

                        if( GetSaveFlag(flags, SaveFlag.Skill) )
                            m_Skill = (SkillName)reader.ReadInt();
                        else
                            m_Skill = (SkillName)(-1);

                        if( GetSaveFlag(flags, SaveFlag.Type) )
                            m_Type = (WeaponType)reader.ReadInt();
                        else
                            m_Type = (WeaponType)(-1);

                        if( GetSaveFlag(flags, SaveFlag.Animation) )
                            m_Animation = (WeaponAnimation)reader.ReadInt();
                        else
                            m_Animation = (WeaponAnimation)(-1);

                        if( GetSaveFlag(flags, SaveFlag.Resource) )
                            m_Resource = (CraftResource)reader.ReadInt();
                        else
                            m_Resource = CraftResource.Iron;

                        if( GetSaveFlag(flags, SaveFlag.xAttributes) )
                            m_AosAttributes = new AosAttributes(this, reader);
                        else
                            m_AosAttributes = new AosAttributes(this);

                        if( GetSaveFlag(flags, SaveFlag.xWeaponAttributes) )
                            m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
                        else
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);

                        if( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        if( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
                            m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                        if( Core.SE && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
                        {
                            m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                            ((Mobile)Parent).AddSkillMod(m_MageMod);
                        }
开发者ID:greeduomacro,项目名称:hubroot,代码行数:67,代码来源:BaseWeapon.cs

示例10: Deserialize


//.........这里部分代码省略.........
						{
							m_Speed = -1;
						}

						if (GetSaveFlag(flags, SaveFlag.MaxRange))
						{
							m_MaxRange = reader.ReadInt();
						}
						else
						{
							m_MaxRange = -1;
						}

						if (GetSaveFlag(flags, SaveFlag.Skill))
						{
							m_Skill = (SkillName)reader.ReadInt();
						}
						else
						{
							m_Skill = (SkillName)(-1);
						}

						if (GetSaveFlag(flags, SaveFlag.Type))
						{
							m_Type = (WeaponType)reader.ReadInt();
						}
						else
						{
							m_Type = (WeaponType)(-1);
						}

						if (GetSaveFlag(flags, SaveFlag.Animation))
						{
							m_Animation = (WeaponAnimation)reader.ReadInt();
						}
						else
						{
							m_Animation = (WeaponAnimation)(-1);
						}

						if (GetSaveFlag(flags, SaveFlag.Resource))
						{
							m_Resource = (CraftResource)reader.ReadInt();
						}
						else
						{
							m_Resource = CraftResource.Iron;
						}

						if (GetSaveFlag(flags, SaveFlag.xAttributes))
						{
							m_AosAttributes = new AosAttributes(this, reader);
						}
						else
						{
							m_AosAttributes = new AosAttributes(this);
						}

						if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
						{
							m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
						}
						else
						{
							m_AosWeaponAttributes = new AosWeaponAttributes(this);
						}
开发者ID:Tukaramdas,项目名称:ServUO-EC-Test-Fork,代码行数:67,代码来源:BaseWeapon.cs

示例11: BaseWeapon

        public BaseWeapon(int itemID)
            : base(itemID)
        {
            Layer = (Layer) ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_DamageMin = -1;
            m_DamageMax = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName) (-1);
            m_Type = (WeaponType) (-1);
            m_Animation = (WeaponAnimation) (-1);

            m_DiceDamage = new[] {-1, -1, -1};

            m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);

            m_Resource = CraftResource.Iron;
        }
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:25,代码来源:BaseWeapon.cs

示例12: BaseWeapon

		public BaseWeapon( int itemID ) : base( itemID )
		{
			Layer = (Layer)ItemData.Quality;

			m_Quality = WeaponQuality.Regular;
			m_StrReq = -1;
			m_DexReq = -1;
			m_IntReq = -1;
			m_MinDamage = -1;
			m_MaxDamage = -1;
			m_HitSound = -1;
			m_MissSound = -1;
			m_Speed = -1;
			m_MaxRange = -1;
			m_Skill = (SkillName)(-1);
			m_Type = (WeaponType)(-1);
			m_Animation = (WeaponAnimation)(-1);

			m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );

			m_Resource = CraftResource.Iron;

			m_AosAttributes = new AosAttributes( this );
			m_AosWeaponAttributes = new AosWeaponAttributes( this );
            m_AosSkillBonuses = new AosSkillBonuses(this);

            // mod to randomly add sockets and socketability features to weapons. These settings will yield
            // 2% drop rate of socketed/socketable items
            // 0.1% chance of 5 sockets
            // 0.5% of 4 sockets
            // 3% chance of 3 sockets
            // 15% chance of 2 sockets
            // 50% chance of 1 socket
            // the remainder will be 0 socket (31.4% in this case)
            // uncomment the next line to prevent artifacts from being socketed
            // if(ArtifactRarity == 0)
            XmlSockets.ConfigureRandom(this, 2.0, 0.1, 0.5, 3.0, 15.0, 50.0);
			m_AosElementDamages = new AosElementAttributes( this );
		}
开发者ID:greeduomacro,项目名称:unknown-shard-1,代码行数:39,代码来源:BaseWeapon.cs

示例13: Deserialize

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();

            switch (version)
            {
                case 11:
                {
                    OriginalItemID = reader.ReadInt();
                    OriginalHue = reader.ReadInt();
                    OriginalAnimation = (WeaponAnimation)reader.ReadInt();
                        goto case 10;
                    }
                case 10:
                {
                    var flags2 = (SaveFlag2) reader.ReadInt();

                    if (GetSaveFlag(flags2, SaveFlag2.Aesthetic)) // Alan Mod
                    {
                        m_Aesthetic = true;
                    }

                    m_DiceDamage = new[] {-1, -1, -1};

                    if (GetSaveFlag(flags2, SaveFlag2.DiceDamage))
                    {
                        m_DiceDamage[0] = reader.ReadEncodedInt();
                        m_DiceDamage[1] = reader.ReadEncodedInt();
                        m_DiceDamage[2] = reader.ReadEncodedInt();
                    }

                    goto case 9;
                }
                case 9:
                case 8:
                case 7:
                case 6:
                case 5:
                {
                    var flags = (SaveFlag) reader.ReadInt();


                    if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                    {
                        m_DamageLevel = (WeaponDamageLevel) reader.ReadInt();

                        if (m_DamageLevel > WeaponDamageLevel.Vanq)
                        {
                            m_DamageLevel = WeaponDamageLevel.Ruin;
                        }
                    }

                    if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                    {
                        m_AccuracyLevel = (WeaponAccuracyLevel) reader.ReadInt();

                        if (m_AccuracyLevel > WeaponAccuracyLevel.Supremely)
                        {
                            m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                        }
                    }

                    if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                    {
                        m_DurabilityLevel = (WeaponDurabilityLevel) reader.ReadInt();

                        if (m_DurabilityLevel > WeaponDurabilityLevel.Indestructible)
                        {
                            m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                        }
                    }

                    if (GetSaveFlag(flags, SaveFlag.Quality))
                    {
                        m_Quality = (WeaponQuality) reader.ReadInt();
                    }
                    else
                    {
                        m_Quality = WeaponQuality.Regular;
                    }

                    if (GetSaveFlag(flags, SaveFlag.Hits))
                    {
                        m_Hits = reader.ReadInt();
                    }

                    if (GetSaveFlag(flags, SaveFlag.MaxHits))
                    {
                        m_MaxHits = reader.ReadInt();
                    }

                    if (GetSaveFlag(flags, SaveFlag.Slayer))
                    {
                        m_Slayer = (SlayerName) reader.ReadInt();
                    }

                    if (GetSaveFlag(flags, SaveFlag.Poison))
                    {
//.........这里部分代码省略.........
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:101,代码来源:BaseWeapon.cs

示例14: Deserialize


//.........这里部分代码省略.........
                        m_MaxDamage = -1;

                    if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
                        m_HitSound = reader.ReadInt();
                    else
                        m_HitSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
                        m_MissSound = reader.ReadInt();
                    else
                        m_MissSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Speed ) )
                        m_Speed = reader.ReadInt();
                    else
                        m_Speed = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
                        m_MaxRange = reader.ReadInt();
                    else
                        m_MaxRange = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Skill ) )
                        m_Skill = (SkillName)reader.ReadInt();
                    else
                        m_Skill = (SkillName)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Type ) )
                        m_Type = (WeaponType)reader.ReadInt();
                    else
                        m_Type = (WeaponType)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Animation ) )
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                    else
                        m_Animation = (WeaponAnimation)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Resource ) )
                        m_Resource = (CraftResource)reader.ReadInt();
                    else
                        m_Resource = CraftResource.Iron;

                    if ( GetSaveFlag( flags, SaveFlag.xAttributes ) )
                        m_AosAttributes = new AosAttributes( this, reader );
                    else
                        m_AosAttributes = new AosAttributes( this );

                    if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
                        m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
                    else
                        m_AosWeaponAttributes = new AosWeaponAttributes( this );

                    if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
                    {
                        m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
                        ((Mobile)Parent).AddSkillMod( m_SkillMod );
                    }

                    if ( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
                        m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                    if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
                    {
                        m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
                        ((Mobile)Parent).AddSkillMod( m_MageMod );
                    }
开发者ID:justdanofficial,项目名称:khaeros,代码行数:67,代码来源:BaseWeapon.cs

示例15: BaseWeapon

        public BaseWeapon( int itemID )
            : base(itemID)
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );

            m_Components = new List<Item>();

            m_AosAttributes = new AosAttributes( this );
            m_AosWeaponAttributes = new AosWeaponAttributes( this );
            m_AosSkillBonuses = new AosSkillBonuses( this );
            m_AosElementDamages = new AosElementAttributes( this );

            if( this is BaseRanged || this is AzhuranBoomerang ||
                this is DruidStaff || this is ProphetDiviningRod || this is ClericCrook ||
                this is QuarterStaff || this is GnarledStaff || this is SpikedClub || this is Club ||
                this is BlackStaff )
                this.Resource = CraftResource.Oak;

            else
            {
                this.Resource = CraftResource.Copper;
                this.Hue = 2413;
            }

            if( this is IBoneArmour )
                this.Hue = 0;
        }
开发者ID:justdanofficial,项目名称:khaeros,代码行数:43,代码来源:BaseWeapon.cs


注:本文中的WeaponAnimation类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。