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HotWeapon

玩法 / HotWeapon

HotWeapon Class

热武器

热武器功能是指游戏中武器的使用和管理机制,它使得玩家可以在战斗中使用各种类型的武器。

  1. 射击 - 玩家按下开火键,武器会射出子弹或光线。

  2. 上膛 - 每次射击后,都需要加载下一发弹药进入膛室。

  3. 换弹 - 当弹夹为空时,需要更换新的弹夹。

  4. 后坐力 - 射击时会产生后坐力,让准星会稍稍偏移。

Precautions

当装备上玩家时,此对象的功能才能生效。

使用示例: 创建一个名为"HotWeaponSample1"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,在本地资源库中搜索80484、4172、4171动画资源,拖入对象管理器中的优先加载目录。运行游戏,按键1、2、3、4你将在场景中看到一个热武器设置参数,添加委托,绑定按键,以及人物换弹的效果,代码如下:
ts
 @Component
 export default class HotWeaponSample1 extends Script {
     protected onStart(): void {
         // 构造
         const hotWeapon = this.gameObject as HotWeapon;

         if (SystemUtil.isServer()) {
             hotWeapon.fireComponent.isFireOnScreenCenter = false
             hotWeapon.fireComponent.clipSize = 50
             hotWeapon.fireComponent.fireInterval = 0
             hotWeapon.fireComponent.multipleShot = 3
             hotWeapon.fireComponent.isFireOnScreenCenter = false
             hotWeapon.fireComponent.offsetOfFireOnScreenCenter = new Vector(100, 30, 0);
             // 设置参数
             hotWeapon.fireComponent.animationAssetId = "80484";
             hotWeapon.fireComponent.fireMode = HotWeaponFireMode.SingleFire;

             hotWeapon.aimEnabled = true;
             // 切换瞄准时的 第一/第三 人称
             hotWeapon.aimComponent.aimMode = HotWeaponAimMode.ThirdPerson;
             // 设置模拟瞄准时的倍镜放大倍数(仅第一人称瞄准时生效,范围1~18)
             hotWeapon.aimComponent.aimingZoom = 16;
             hotWeapon.aimComponent.cameraOffsetDistanceInThirdPersonMode = 300;

             hotWeapon.loadEnabled = true;
             hotWeapon.loadComponent.loadDuration = 1
             hotWeapon.loadComponent.loadAfterFireEnabled = true;
             hotWeapon.loadComponent.animationAssetId = "4172";

             hotWeapon.reloadEnabled = true;
             hotWeapon.reloadComponent.reloadDuration = 2;
             hotWeapon.reloadComponent.animationAssetId = "4171";

             hotWeapon.recoilForceEnabled = true;
             hotWeapon.recoilForceComponent.minHorizontalOffset = 1;
             hotWeapon.recoilForceComponent.maxHorizontalOffset = 1;
             hotWeapon.recoilForceComponent.minVerticalOffset = 1;
             hotWeapon.recoilForceComponent.maxVerticalOffset = 1;
             hotWeapon.recoilForceComponent.minHorizontalJitter = 1;
             hotWeapon.recoilForceComponent.maxHorizontalJitter = 1;
             hotWeapon.recoilForceComponent.minVerticalJitter = 1;
             hotWeapon.recoilForceComponent.maxVerticalJitter = 1;

             hotWeapon.accuracyOfFireEnabled = true;
             // 影响射击精度的子弹偏移半角的最大值(范围Min~88)
             hotWeapon.accuracyOfFireComponent.maxDispersionHalfAngle = 4;
             // 影响射击精度的子弹偏移半角的最小值(范围0~Max)
             hotWeapon.accuracyOfFireComponent.minDispersionHalfAngle = 0.01;
             // 默认影响射击精度的子弹偏移半角(范围Min~Max)
             hotWeapon.accuracyOfFireComponent.defaultDispersionHalfAngle = 1;
             // 影响射击精度的子弹偏移半角的每秒扩张速度(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreaseSpeed = 5;
             // 影响射击精度的子弹偏移半角的每秒收缩速度(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleDecreaseSpeed = 10;
             // 影响射击精度的子弹偏移半角的每次开火扩张值(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreasePerShot = 1;

             hotWeapon.onEquip.add((owner) => { console.log("热武器装备好了后会在服务器端触发回调") });
             hotWeapon.onUnequip.add(() => { console.log("onUnequippedServer") });

             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });
             hotWeapon.fireComponent.onEndContinuousFire.add(() => { console.log("fireComponent.onEndFireClient") });

             hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoadClient") });
             hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoadClient") });

             hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForceClient") });

             hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReloadClient") });
             hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReloadClient") });

             hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
             hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });

             mw.Event.addClientListener("weaponEquipment", (player) => {
                 // 目前装备方法只能在服务端调用
                 hotWeapon.equip(player.character, HumanoidSlotType.RightHand);
             });
         } else if (SystemUtil.isClient()) {
             hotWeapon.onEquip.add(() => { console.log("onEquippedClient") });
             hotWeapon.onUnequip.add(() => { console.log("onUnequippedClient") });

             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });

             hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoadClient") });
             hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoadClient") });

             hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForceClient") });

             hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReloadClient") });
             hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReloadClient") });

             hotWeapon.accuracyOfFireComponent.onCurrentDispersionChange.add(() => { console.log("accuracyOfFireComponent.onCurrentDispersionChangedClient") });

             hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
             hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });

             // 装备
             InputUtil.onKeyDown(Keys.One, () => {
                 mw.Event.dispatchToServer("weaponEquipment");
             });

             InputUtil.onKeyDown(Keys.Two, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                     hotWeapon.stopFire();
                 } else {
                     hotWeapon.startFire();
                 }
             });

               InputUtil.onKeyDown(Keys.Three, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                     hotWeapon.breakReload();
                 } else {
                     hotWeapon.reload(30);
                 }
             });

             InputUtil.onKeyDown(Keys.Four, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                     hotWeapon.breakLoad();
                 } else {
                     hotWeapon.load();
                 }
             });
         }
     }
 }
 @Component
 export default class HotWeaponSample1 extends Script {
     protected onStart(): void {
         // 构造
         const hotWeapon = this.gameObject as HotWeapon;

         if (SystemUtil.isServer()) {
             hotWeapon.fireComponent.isFireOnScreenCenter = false
             hotWeapon.fireComponent.clipSize = 50
             hotWeapon.fireComponent.fireInterval = 0
             hotWeapon.fireComponent.multipleShot = 3
             hotWeapon.fireComponent.isFireOnScreenCenter = false
             hotWeapon.fireComponent.offsetOfFireOnScreenCenter = new Vector(100, 30, 0);
             // 设置参数
             hotWeapon.fireComponent.animationAssetId = "80484";
             hotWeapon.fireComponent.fireMode = HotWeaponFireMode.SingleFire;

             hotWeapon.aimEnabled = true;
             // 切换瞄准时的 第一/第三 人称
             hotWeapon.aimComponent.aimMode = HotWeaponAimMode.ThirdPerson;
             // 设置模拟瞄准时的倍镜放大倍数(仅第一人称瞄准时生效,范围1~18)
             hotWeapon.aimComponent.aimingZoom = 16;
             hotWeapon.aimComponent.cameraOffsetDistanceInThirdPersonMode = 300;

             hotWeapon.loadEnabled = true;
             hotWeapon.loadComponent.loadDuration = 1
             hotWeapon.loadComponent.loadAfterFireEnabled = true;
             hotWeapon.loadComponent.animationAssetId = "4172";

             hotWeapon.reloadEnabled = true;
             hotWeapon.reloadComponent.reloadDuration = 2;
             hotWeapon.reloadComponent.animationAssetId = "4171";

             hotWeapon.recoilForceEnabled = true;
             hotWeapon.recoilForceComponent.minHorizontalOffset = 1;
             hotWeapon.recoilForceComponent.maxHorizontalOffset = 1;
             hotWeapon.recoilForceComponent.minVerticalOffset = 1;
             hotWeapon.recoilForceComponent.maxVerticalOffset = 1;
             hotWeapon.recoilForceComponent.minHorizontalJitter = 1;
             hotWeapon.recoilForceComponent.maxHorizontalJitter = 1;
             hotWeapon.recoilForceComponent.minVerticalJitter = 1;
             hotWeapon.recoilForceComponent.maxVerticalJitter = 1;

             hotWeapon.accuracyOfFireEnabled = true;
             // 影响射击精度的子弹偏移半角的最大值(范围Min~88)
             hotWeapon.accuracyOfFireComponent.maxDispersionHalfAngle = 4;
             // 影响射击精度的子弹偏移半角的最小值(范围0~Max)
             hotWeapon.accuracyOfFireComponent.minDispersionHalfAngle = 0.01;
             // 默认影响射击精度的子弹偏移半角(范围Min~Max)
             hotWeapon.accuracyOfFireComponent.defaultDispersionHalfAngle = 1;
             // 影响射击精度的子弹偏移半角的每秒扩张速度(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreaseSpeed = 5;
             // 影响射击精度的子弹偏移半角的每秒收缩速度(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleDecreaseSpeed = 10;
             // 影响射击精度的子弹偏移半角的每次开火扩张值(范围0~88)
             hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreasePerShot = 1;

             hotWeapon.onEquip.add((owner) => { console.log("热武器装备好了后会在服务器端触发回调") });
             hotWeapon.onUnequip.add(() => { console.log("onUnequippedServer") });

             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });
             hotWeapon.fireComponent.onEndContinuousFire.add(() => { console.log("fireComponent.onEndFireClient") });

             hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoadClient") });
             hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoadClient") });

             hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForceClient") });

             hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReloadClient") });
             hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReloadClient") });

             hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
             hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });

             mw.Event.addClientListener("weaponEquipment", (player) => {
                 // 目前装备方法只能在服务端调用
                 hotWeapon.equip(player.character, HumanoidSlotType.RightHand);
             });
         } else if (SystemUtil.isClient()) {
             hotWeapon.onEquip.add(() => { console.log("onEquippedClient") });
             hotWeapon.onUnequip.add(() => { console.log("onUnequippedClient") });

             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });

             hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoadClient") });
             hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoadClient") });

             hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForceClient") });

             hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReloadClient") });
             hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReloadClient") });

             hotWeapon.accuracyOfFireComponent.onCurrentDispersionChange.add(() => { console.log("accuracyOfFireComponent.onCurrentDispersionChangedClient") });

             hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
             hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });

             // 装备
             InputUtil.onKeyDown(Keys.One, () => {
                 mw.Event.dispatchToServer("weaponEquipment");
             });

             InputUtil.onKeyDown(Keys.Two, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                     hotWeapon.stopFire();
                 } else {
                     hotWeapon.startFire();
                 }
             });

               InputUtil.onKeyDown(Keys.Three, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                     hotWeapon.breakReload();
                 } else {
                     hotWeapon.reload(30);
                 }
             });

             InputUtil.onKeyDown(Keys.Four, () => {
                 // 开始执行操作
                 if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                     hotWeapon.breakLoad();
                 } else {
                     hotWeapon.load();
                 }
             });
         }
     }
 }

Hierarchy

Table of contents

Properties

accuracyOfFireComponent: HotWeaponAccuracyOfFireComponent
射击精度功能。
aimComponent: HotWeaponAimComponent
瞄准功能。
fireComponent: HotWeaponFireComponent
射击功能。
loadComponent: HotWeaponLoadComponent
上膛功能。
onEquip: MulticastDelegateInterface<(EquipOwner: $Nullable<Actor>) => void>
装备热武器时执行绑定函数
onUnequip: MulticastDelegateInterface<() => void>
服务器卸载时执行绑定函数。使用示例见属性 onEquipped
recoilForceComponent: HotWeaponRecoilForceComponent
后坐力功能。
reloadComponent: HotWeaponReloadComponent
换弹功能。
click

Properties

onBeforeDestroyDelegate: MulticastDelegate<() => void>
物体销毁前事件回调
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
监听自定义属性同步事件
onDestroyDelegate: MulticastDelegate<() => void>
物体销毁后事件回调

Accessors

accuracyOfFireEnabled(): boolean
是否开启了射击精度组件。
aimEnabled(): boolean
是否开启了瞄准组件。
loadEnabled(): boolean
是否开启了上膛组件。
recoilForceEnabled(): boolean
获取是否开启了后坐力组件。
reloadEnabled(): boolean
是否开启了换弹组件。
click

Accessors

actorFlagValue(): number other
获取对象标记
actorLevel(): number other
获取Actor等级
assetId(): string
获取当前物体使用资源的GUID
gameObjectId(): string
获取物体的唯一标识(唯一标识一个对象的字符串)。
isDestroyed(): boolean
当前物体是否被销毁
isReady(): boolean
当前物体状态
localTransform(): Transform
当前物体本地变换
name(): string
返回当前物体名称
netStatus(): NetStatus
获取当前物体同步状态
parent(): GameObject
获取当前父物体
tag(): string
获取当前物体的标签
worldTransform(): Transform
当前物体世界变换

Methods

breakLoad(): void other
打断上膛。
breakReload(): void other
打断换弹
cloneComponentsData(otherHotWeapon: HotWeapon): void server
从传入的热武器逻辑对象中拷贝所有组件数据到当前的热武器中。
equip(character: Character, slotName: HumanoidSlotType): void other
装备热武器到角色的指定插槽位置
getBulletLocWhileSpawnOnScreenCenter(): Vector client
使用屏幕中心生成子弹投掷物模式时,获取子弹投掷物生成的location
getCurrentOwner(): Character
获取当前热武器的所有者
getCurrentState(): HotWeaponState
获取当前热武器状态
getDefaultCrossHairSize(maxShootRange: number): number client
传入最大射程,获取默认准星大小
getShootDirWithDispersion(StartLoc: Vector, ShootRange: number): Vector client
非屏幕中心生成子弹模式下,获取子弹飞行方向
load(): void other
上膛
reload(bulletSize: number): void other
换弹
startFire(): void other
开火
stopFire(): void other
停止开火
unequip(): void other
卸载热武器。
click

Methods

addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T>
添加一个脚本组件
asyncGetChildByName(name: string): Promise<GameObject>
异步根据名称查找子物体
asyncReady(): Promise<GameObject>
物体准备好后返回
clone(gameObjectInfo?: GameObjectInfo): GameObject
复制对象
destroy(): void
删除对象
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector
获取物体包围盒大小
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void
获取物体边界
getChildByGameObjectId(gameObjectId: string): GameObject
根据 gameObjectId 查找子物体
getChildByName(name: string): GameObject
根据名称查找子物体
getChildByPath(path: string): GameObject
根据路径查找子物体
getChildren(): GameObject[]
获取子物体
getChildrenBoundingBoxCenter(outer?: Vector): Vector
获取所有子对象包围盒中心点(不包含父对象,父对象不可用返回[0,0,0])
getChildrenByName(name: string): GameObject[]
通过名字查找所有的子物体
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>
获取指定类型的组件
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions>
获取脚本组件属性
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[]
获取指定类型的所有组件
getCustomProperties(): string[]
获取所有自定义属性
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType
获取自定义属性
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
给定对象属性修改时触发的事件代理
getVisibility(): boolean
获取物体是否被显示
isPrefabActor(): boolean
返回当前物体是否为预制体
moveBy(velocity: Vector, isLocal?: boolean): void other
按给定的速度矢量随时间平滑地移动对象
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前位置平滑移动至目标位置
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other
按给定的旋转量随时间平滑地旋转对象
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前旋转平滑变化至目标旋转
scaleBy(scale: Vector, isLocal?: boolean): void other
按每秒给定的缩放矢量随时间平滑缩放对象
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前缩放平滑变化至目标缩放
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void
设置物体localTransform是相对于父物体或者世界
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void
设置自定义属性
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void
设置物体是否被显示
stopMove(): void other
中断moveTo()、moveBy()的进一步移动
stopRotate(): void other
中断从rotateTo()或rotateBy()的进一步旋转
stopScale(): void other
中断从ScaleTo()或ScaleBy()的进一步缩放
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject>
通过 gameObjectId 异步查找 GameObject
asyncGetGameObjectByPath(path: string): Promise<GameObject>
通过路径异步查找物体
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>>
异步构造一个物体
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void
批量设置位置
findGameObjectById(gameObjectId: string): GameObject
通过 gameObjectId 查找物体
findGameObjectByName(name: string): GameObject
通过名字查找物体
findGameObjectsByName(name: string): GameObject[]
通过名字查找物体
findGameObjectsByTag(tag: string): GameObject[]
通过自定义标签获取物体
getGameObjectByPath(path: string): GameObject
通过路径查找物体
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T>
构造一个物体

Properties

accuracyOfFireComponent

accuracyOfFireComponent: HotWeaponAccuracyOfFireComponent

射击精度功能。

此功能可以看做 hotweapon 的功能组件,只限于热武器使用。

使用示例: 创建一个名为"HotWeaponAofSample"的脚本,放置在对象管理器中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponAofSample extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.accuracyOfFireEnabled = true;
            // 影响射击精度的子弹偏移半角的最大值(范围Min~88)
            hotWeapon.accuracyOfFireComponent.maxDispersionHalfAngle = 4;
            // 影响射击精度的子弹偏移半角的最小值(范围0~Max)
            hotWeapon.accuracyOfFireComponent.minDispersionHalfAngle = 0.01;
            // 默认影响射击精度的子弹偏移半角(范围Min~Max)
            hotWeapon.accuracyOfFireComponent.defaultDispersionHalfAngle = 1;
            // 影响射击精度的子弹偏移半角的每秒扩张速度(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreaseSpeed = 5;
            // 影响射击精度的子弹偏移半角的每秒收缩速度(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleDecreaseSpeed = 10;
            // 影响射击精度的子弹偏移半角的每次开火扩张值(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreasePerShot = 1;
        } else if (SystemUtil.isClient()) {
            hotWeapon.accuracyOfFireComponent.onCurrentDispersionChange.add(() => { console.log("accuracyOfFireComponent.onCurrentDispersionChangedClient") });
        }
    }
}
@Component
export default class HotWeaponAofSample extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.accuracyOfFireEnabled = true;
            // 影响射击精度的子弹偏移半角的最大值(范围Min~88)
            hotWeapon.accuracyOfFireComponent.maxDispersionHalfAngle = 4;
            // 影响射击精度的子弹偏移半角的最小值(范围0~Max)
            hotWeapon.accuracyOfFireComponent.minDispersionHalfAngle = 0.01;
            // 默认影响射击精度的子弹偏移半角(范围Min~Max)
            hotWeapon.accuracyOfFireComponent.defaultDispersionHalfAngle = 1;
            // 影响射击精度的子弹偏移半角的每秒扩张速度(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreaseSpeed = 5;
            // 影响射击精度的子弹偏移半角的每秒收缩速度(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleDecreaseSpeed = 10;
            // 影响射击精度的子弹偏移半角的每次开火扩张值(范围0~88)
            hotWeapon.accuracyOfFireComponent.dispersionHalfAngleIncreasePerShot = 1;
        } else if (SystemUtil.isClient()) {
            hotWeapon.accuracyOfFireComponent.onCurrentDispersionChange.add(() => { console.log("accuracyOfFireComponent.onCurrentDispersionChangedClient") });
        }
    }
}

aimComponent

aimComponent: HotWeaponAimComponent

瞄准功能。

使用示例: 创建一个名为"HotWeaponAimSample1"的脚本,放置在对象管理器中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponAimSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.aimEnabled = true;
            hotWeapon.aimComponent.aimMode = HotWeaponAimMode.ThirdPerson;
            hotWeapon.aimComponent.aimingZoom = 16;
            hotWeapon.aimComponent.cameraOffsetDistanceInThirdPersonMode = 300;
            hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
            hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
            hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });
        }
    }
}
@Component
export default class HotWeaponAimSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.aimEnabled = true;
            hotWeapon.aimComponent.aimMode = HotWeaponAimMode.ThirdPerson;
            hotWeapon.aimComponent.aimingZoom = 16;
            hotWeapon.aimComponent.cameraOffsetDistanceInThirdPersonMode = 300;
            hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
            hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.aimComponent.onStartAim.add(() => { console.log("aimComponent.onAimStartClient") });
            hotWeapon.aimComponent.onEndAim.add(() => { console.log("aimComponent.onAimEndClient") });
        }
    }
}

fireComponent

fireComponent: HotWeaponFireComponent

射击功能。

使用示例: 创建一个名为"HotWeaponFireSample1"的脚本,放置在对象管理器热武器的子节点中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
 @Component
 export default class HotWeaponFireSample1 extends Script {
     protected onStart(): void {
         // 构造
         const hotWeapon = this.gameObject as HotWeapon;

         if (SystemUtil.isServer()) {
             hotWeapon.fireComponent.isFireOnScreenCenter = false;
             hotWeapon.fireComponent.clipSize = 50;
             hotWeapon.fireComponent.fireInterval = 0;
             hotWeapon.fireComponent.multipleShot = 3;
             hotWeapon.fireComponent.isFireOnScreenCenter = false;
             hotWeapon.fireComponent.offsetOfFireOnScreenCenter = new Vector(100, 30, 0);
             // 设置参数
             hotWeapon.fireComponent.animationAssetId = "80484";
             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });
             hotWeapon.fireComponent.onEndContinuousFire.add(() => { console.log("fireComponent.onEndFireClient") });
         }
     }
 }
 @Component
 export default class HotWeaponFireSample1 extends Script {
     protected onStart(): void {
         // 构造
         const hotWeapon = this.gameObject as HotWeapon;

         if (SystemUtil.isServer()) {
             hotWeapon.fireComponent.isFireOnScreenCenter = false;
             hotWeapon.fireComponent.clipSize = 50;
             hotWeapon.fireComponent.fireInterval = 0;
             hotWeapon.fireComponent.multipleShot = 3;
             hotWeapon.fireComponent.isFireOnScreenCenter = false;
             hotWeapon.fireComponent.offsetOfFireOnScreenCenter = new Vector(100, 30, 0);
             // 设置参数
             hotWeapon.fireComponent.animationAssetId = "80484";
             hotWeapon.fireComponent.onStartFire.add(() => { console.log("fireComponent.onStartFireClient") });
             hotWeapon.fireComponent.onEndFire.add(() => { console.log("fireComponent.onEndFireClient") });
             hotWeapon.fireComponent.onEndContinuousFire.add(() => { console.log("fireComponent.onEndFireClient") });
         }
     }
 }

loadComponent

loadComponent: HotWeaponLoadComponent

上膛功能。

使用示例: 创建一个名为"HotWeaponLoadSample1"的脚本,放置在对象管理器中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponLoadSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.loadEnabled = true;
            hotWeapon.loadComponent.loadDuration = 1
            hotWeapon.loadComponent.loadAfterFireEnabled = true;
            hotWeapon.loadComponent.animationAssetId = "4172";

            hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoad Server") });
            hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoad Server") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoad Client") });
            hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoad Client") });
        }
    }
}
@Component
export default class HotWeaponLoadSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.loadEnabled = true;
            hotWeapon.loadComponent.loadDuration = 1
            hotWeapon.loadComponent.loadAfterFireEnabled = true;
            hotWeapon.loadComponent.animationAssetId = "4172";

            hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoad Server") });
            hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoad Server") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.loadComponent.onStartLoad.add(() => { console.log("loadComponent.onStartLoad Client") });
            hotWeapon.loadComponent.onEndLoad.add(() => { console.log("loadComponent.onEndLoad Client") });
        }
    }
}

onEquip

onEquip: MulticastDelegateInterface<(EquipOwner: $Nullable<Actor>) => void>

装备热武器时执行绑定函数

此委托可双端执行。当你在服务端调用时,角色装备上热武器时会在服务端执行自定义绑定函数;在客户端调用时,角色装备上热武器时会在客户端执行自定义绑定函数。

使用示例: 创建一个名为"HotWeaponSample2"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample2 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.onEquip.add((owner) => { console.log("热武器装备好了后会在服务器端触发回调") });
            hotWeapon.onUnequip.add(() => { console.log("onUnequipServer") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.onEquip.add(() => { console.log("onEquip Client") });
            hotWeapon.onUnequip.add(() => { console.log("onUnequip Client") });
        }
    }
}
@Component
export default class HotWeaponSample2 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.onEquip.add((owner) => { console.log("热武器装备好了后会在服务器端触发回调") });
            hotWeapon.onUnequip.add(() => { console.log("onUnequipServer") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.onEquip.add(() => { console.log("onEquip Client") });
            hotWeapon.onUnequip.add(() => { console.log("onUnequip Client") });
        }
    }
}

onUnequip

onUnequip: MulticastDelegateInterface<() => void>

服务器卸载时执行绑定函数。使用示例见属性 onEquipped


recoilForceComponent

recoilForceComponent: HotWeaponRecoilForceComponent

后坐力功能。

使用示例: 创建一个名为"HotWeaponRecoilForceSample"的脚本,放置在对象管理器中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponRecoilForceSample extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.recoilForceEnabled = true;
            hotWeapon.recoilForceComponent.minHorizontalOffset = 1
            hotWeapon.recoilForceComponent.maxHorizontalOffset = 1
            hotWeapon.recoilForceComponent.minVerticalOffset = 1
            hotWeapon.recoilForceComponent.maxVerticalOffset = 1
            hotWeapon.recoilForceComponent.minHorizontalJitter = 1;
            hotWeapon.recoilForceComponent.maxHorizontalJitter = 1;
            hotWeapon.recoilForceComponent.minVerticalJitter = 1;
            hotWeapon.recoilForceComponent.maxVerticalJitter = 1;
        }
        hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForce") });
    }
}
@Component
export default class HotWeaponRecoilForceSample extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {
            hotWeapon.recoilForceEnabled = true;
            hotWeapon.recoilForceComponent.minHorizontalOffset = 1
            hotWeapon.recoilForceComponent.maxHorizontalOffset = 1
            hotWeapon.recoilForceComponent.minVerticalOffset = 1
            hotWeapon.recoilForceComponent.maxVerticalOffset = 1
            hotWeapon.recoilForceComponent.minHorizontalJitter = 1;
            hotWeapon.recoilForceComponent.maxHorizontalJitter = 1;
            hotWeapon.recoilForceComponent.minVerticalJitter = 1;
            hotWeapon.recoilForceComponent.maxVerticalJitter = 1;
        }
        hotWeapon.recoilForceComponent.onStartRecoil.add(() => { console.log("recoilForceComponent.onStartRecoilForce") });
    }
}

reloadComponent

reloadComponent: HotWeaponReloadComponent

换弹功能。

使用示例: 创建一个名为"HotWeaponReloadSample1"的脚本,放置在对象管理器中,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponReloadSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {

            hotWeapon.reloadEnabled = true;
            hotWeapon.reloadComponent.reloadDuration = 2;
            hotWeapon.reloadComponent.animationAssetId = "4171";

            hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReload Server") });
            hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReload Server") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReload Client") });
            hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReload Client") });
        }
    }
}
@Component
export default class HotWeaponReloadSample1 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;

        if (SystemUtil.isServer()) {

            hotWeapon.reloadEnabled = true;
            hotWeapon.reloadComponent.reloadDuration = 2;
            hotWeapon.reloadComponent.animationAssetId = "4171";

            hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReload Server") });
            hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReload Server") });
        } else if (SystemUtil.isClient()) {
            hotWeapon.reloadComponent.onStartReload.add(() => { console.log("reloadComponent.onStartReload Client") });
            hotWeapon.reloadComponent.onEndReload.add(() => { console.log("reloadComponent.onEndReload Client") });
        }
    }
}

Accessors

accuracyOfFireEnabled

get accuracyOfFireEnabled(): boolean

set accuracyOfFireEnabled(isEnabled): void server

是否开启了射击精度组件。

Returns

boolean是否开启了射击精度组件

设置是否开启射击精度组件。

默认开启

Parameters

isEnabled boolean射击精度组件启用状态

aimEnabled

get aimEnabled(): boolean

set aimEnabled(value): void server

是否开启了瞄准组件。

Returns

boolean是否开启了瞄准组件

设置是否开启瞄准组件。

默认开启

Parameters

value boolean瞄准组件启用状态

loadEnabled

get loadEnabled(): boolean

set loadEnabled(isEnabled): void server

是否开启了上膛组件。

Returns

boolean是否开启了上膛组件

设置是否开启上膛组件。

默认开启

Parameters

isEnabled boolean上膛组件启用状态

recoilForceEnabled

get recoilForceEnabled(): boolean

set recoilForceEnabled(isEnabled): void server

获取是否开启了后坐力组件。

Returns

boolean是否开启了后坐力组件

设置是否开启后座力组件。

默认开启

Parameters

isEnabled boolean后座力组件启用状态

reloadEnabled

get reloadEnabled(): boolean

set reloadEnabled(isEnabled): void server

是否开启了换弹组件。

Returns

boolean是否开启了换弹组件

设置是否开启换弹组件。

默认开启

Parameters

isEnabled boolean换弹组件启用状态

Methods


breakLoad

breakLoad(): void other

打断上膛。

使用示例: 创建一个名为"HotWeaponSample10"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample10 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                   hotWeapon.breakLoad();
               } else {
                   hotWeapon.load();
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample10 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                   hotWeapon.breakLoad();
               } else {
                   hotWeapon.load();
               }
           });
       }
    }
}

breakReload

breakReload(): void other

打断换弹

使用示例: 创建一个名为"HotWeaponSample9"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,按下"2"键,热武器换弹,中止换弹,代码如下:
ts
@Component
export default class HotWeaponSample9 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                   hotWeapon.breakReload();
               } else {
                   hotWeapon.reload(30);
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample9 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                   hotWeapon.breakReload();
               } else {
                   hotWeapon.reload(30);
               }
           });
       }
    }
}

cloneComponentsData

cloneComponentsData(otherHotWeapon): void server

从传入的热武器逻辑对象中拷贝所有组件数据到当前的热武器中。

Parameters

otherHotWeapon HotWeapon数据源。

Precautions

无法拷贝代理委托绑定事件,完成拷贝后,数据同步到客户端有较短延迟。


equip

equip(character, slotName): void other

装备热武器到角色的指定插槽位置

Parameters

character Character该武器的装备对象
slotName HumanoidSlotType要装备到角色上的插槽名称

如果想将武器装备在角色身上,需要在服务端调用此函数。客户端调用不会报错,但不生效。

使用示例: 创建一个名为"HotWeaponSample"的脚本,打开脚本,输入以下代码保存,此示例为动态加载热武器与武器模型资源,不需要在右侧栏配置,运行游戏,一个热武器装备到角色右手上,代码如下:
ts
@Component
export default class weapon extends Script {

   private hotweapon:HotWeapon;
   private gun:Model;

   protected async onStart(): Promise<void> {
       if(SystemUtil.isServer()) {
           this.hotweapon = await GameObject.asyncSpawn<HotWeapon>("HotWeapon",{
               replicates:true,
               transform: new Transform(new Vector(500,0,0), new Rotation(0, 0, 0), new Vector(1)),
           });
           this.gun = await GameObject.asyncSpawn<Model>("44980",{
               replicates:true,
               transform: new Transform(new Vector(500,0,0), new Rotation(0, 0, 0), new Vector(1)),
           });
           this.gun.parent = this.hotweapon;
           this.gun.setCollision(PropertyStatus.Off);
           Player.onPlayerJoin.add(()=>{
               Player.getAllPlayers().forEach(element => {
                   this.player = element.character;
               });
               this.hotweapon.equip(this.player,HumanoidSlotType.RightHand);
          })
       }
   }
}
@Component
export default class weapon extends Script {

   private hotweapon:HotWeapon;
   private gun:Model;

   protected async onStart(): Promise<void> {
       if(SystemUtil.isServer()) {
           this.hotweapon = await GameObject.asyncSpawn<HotWeapon>("HotWeapon",{
               replicates:true,
               transform: new Transform(new Vector(500,0,0), new Rotation(0, 0, 0), new Vector(1)),
           });
           this.gun = await GameObject.asyncSpawn<Model>("44980",{
               replicates:true,
               transform: new Transform(new Vector(500,0,0), new Rotation(0, 0, 0), new Vector(1)),
           });
           this.gun.parent = this.hotweapon;
           this.gun.setCollision(PropertyStatus.Off);
           Player.onPlayerJoin.add(()=>{
               Player.getAllPlayers().forEach(element => {
                   this.player = element.character;
               });
               this.hotweapon.equip(this.player,HumanoidSlotType.RightHand);
          })
       }
   }
}

getBulletLocWhileSpawnOnScreenCenter

getBulletLocWhileSpawnOnScreenCenter(): Vector client

使用屏幕中心生成子弹投掷物模式时,获取子弹投掷物生成的location

Returns

Vector子弹投掷物生成的location

Precautions

服务器没有角色相机组件

使用示例: 创建一个名为"HotWeaponSample5"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample5 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;
        if (SystemUtil.isClient()) {
            const bulletLoc = hotWeapon.getBulletLocWhileSpawnOnScreenCenter()
            // 省略:生成投掷物
        }
    }
}
@Component
export default class HotWeaponSample5 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;
        if (SystemUtil.isClient()) {
            const bulletLoc = hotWeapon.getBulletLocWhileSpawnOnScreenCenter()
            // 省略:生成投掷物
        }
    }
}

getCurrentOwner

getCurrentOwner(): Character

获取当前热武器的所有者

Returns

Character当前热武器的所有者
使用示例: 创建一个名为"HotWeaponSample6"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,获取当前热武器所有者代码如下:
ts
@Component
export default class HotWeaponSample6 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;
        const hotWeaponOwner = hotWeapon.getCurrentOwner()
    }
}
@Component
export default class HotWeaponSample6 extends Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as HotWeapon;
        const hotWeaponOwner = hotWeapon.getCurrentOwner()
    }
}

getCurrentState

getCurrentState(): HotWeaponState

获取当前热武器状态

Returns

HotWeaponState当前热武器状态
使用示例: 创建一个名为"HotWeaponSample11"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample11 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       // 热武器需要先装备上,见方法 equipment
       const status = hotWeapon.getCurrentState();
    }
}
@Component
export default class HotWeaponSample11 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       // 热武器需要先装备上,见方法 equipment
       const status = hotWeapon.getCurrentState();
    }
}

getDefaultCrossHairSize

getDefaultCrossHairSize(maxShootRange): number client

传入最大射程,获取默认准星大小

Parameters

maxShootRange number最大射程
default:100
range:[0,100000] type:浮点数

Returns

number默认准星大小(射击精度半角值)
使用示例: 创建一个名为"HotWeaponSample3"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample3 extends mw.Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as mw.HotWeapon;
        if (SystemUtil.isClient()) {
            // 传入射程,得到准心扩散大小
            const crossHairSize = hotWeapon.getDefaultCrossHairSize(1000)
            // 省略:更新 UI 准心位置
        }
    }
}
@Component
export default class HotWeaponSample3 extends mw.Script {
    protected onStart(): void {
        // 构造
        const hotWeapon = this.gameObject as mw.HotWeapon;
        if (SystemUtil.isClient()) {
            // 传入射程,得到准心扩散大小
            const crossHairSize = hotWeapon.getDefaultCrossHairSize(1000)
            // 省略:更新 UI 准心位置
        }
    }
}

getShootDirWithDispersion

getShootDirWithDispersion(StartLoc, ShootRange): Vector client

非屏幕中心生成子弹模式下,获取子弹飞行方向

Parameters

StartLoc Vector子弹生成位置
ShootRange number最大射程
default:100
range:[0, 100000] type:浮点数

Returns

Vector子弹的实际飞行方向

Precautions

该函数可传入经偏移了的屏幕中心发出的射线方向

Precautions

服务器没有角色相机组件


load

load(): void other

上膛

使用示例: 创建一个名为"HotWeaponSample10"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample10 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                   hotWeapon.breakLoad();
               } else {
                   hotWeapon.load();
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample10 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Loading) {
                   hotWeapon.breakLoad();
               } else {
                   hotWeapon.load();
               }
           });
       }
    }
}

reload

reload(bulletSize): void other

换弹

Parameters

bulletSize number子弹数
range:[1, ClipSize] type: 整数
使用示例: 创建一个名为"HotWeaponSample9"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,按下"2"键,热武器换弹,中止换弹,代码如下:
ts
@Component
export default class HotWeaponSample9 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                   hotWeapon.breakReload();
               } else {
                   hotWeapon.reload(30);
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample9 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Reloading) {
                   hotWeapon.breakReload();
               } else {
                   hotWeapon.reload(30);
               }
           });
       }
    }
}

startFire

startFire(): void other

开火

使用示例: 创建一个名为"HotWeaponSample8"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample8 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                   hotWeapon.stopFire();
               } else {
                   hotWeapon.startFire();
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample8 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                   hotWeapon.stopFire();
               } else {
                   hotWeapon.startFire();
               }
           });
       }
    }
}

stopFire

stopFire(): void other

停止开火

使用示例: 创建一个名为"HotWeaponSample8"的脚本,放置在对象管理器中热武器对象子级,打开脚本,输入以下代码保存,运行游戏,代码如下:
ts
@Component
export default class HotWeaponSample8 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                   hotWeapon.stopFire();
               } else {
                   hotWeapon.startFire();
               }
           });
       }
    }
}
@Component
export default class HotWeaponSample8 extends Script {
    protected onStart(): void {
       const hotWeapon = this.gameObject as HotWeapon;
       if (SystemUtil.isClient()) {
           // 热武器需要先装备上,见方法 equipment
           InputUtil.onKeyDown(Keys.Two, () => {
               // 开始执行操作
               if (hotWeapon.getCurrentState() == HotWeaponState.Firing) {
                   hotWeapon.stopFire();
               } else {
                   hotWeapon.startFire();
               }
           });
       }
    }
}

unequip

unequip(): void other

卸载热武器。