调整部分数据表配置,优化 SpriteCache 功能
This commit is contained in:
@@ -1,6 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using SepCore.Entity.Weapon;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -8,11 +7,6 @@ namespace SepCore.Components
|
||||
{
|
||||
public class BackpackComponent : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 武器槽容量,由 RoleConfig 决定。
|
||||
/// </summary>
|
||||
private int _weaponCapacity;
|
||||
|
||||
/// <summary>
|
||||
/// 玩家类引用。
|
||||
/// </summary>
|
||||
@@ -40,14 +34,13 @@ namespace SepCore.Components
|
||||
|
||||
public IReadOnlyList<WeaponBase> Weapons => _weapons;
|
||||
public IReadOnlyList<PropItem> Props => _props;
|
||||
public int WeaponCapacity => _weaponCapacity;
|
||||
public int WeaponCapacity => GameEntry.Luban.Global.WeaponCapacity;
|
||||
|
||||
public void OnInit(Player player, int weaponCapacity)
|
||||
public void OnInit(Player player)
|
||||
{
|
||||
_weaponCapacity = weaponCapacity;
|
||||
_player = player;
|
||||
|
||||
_weapons = new List<WeaponBase>(_weaponCapacity);
|
||||
_weapons = new List<WeaponBase>(WeaponCapacity);
|
||||
_props = new List<PropItem>();
|
||||
_statComponent = GetComponent<StatComponent>();
|
||||
}
|
||||
@@ -60,7 +53,7 @@ namespace SepCore.Components
|
||||
|
||||
public bool AttachWeapon(WeaponBase weapon)
|
||||
{
|
||||
if (_weapons.Count == _weaponCapacity) return false;
|
||||
if (_weapons.Count == WeaponCapacity) return false;
|
||||
GameEntry.Entity.AttachEntity(weapon.Id, _player.Id, _weaponSlots[_weapons.Count]);
|
||||
_weapons.Add(weapon);
|
||||
weapon.SetEnabled(true);
|
||||
|
||||
Reference in New Issue
Block a user