Skip to content
HotWeaponLoadComponent

Gameplay / HotWeaponLoadComponent

HotWeaponLoadComponent Class ​

Hot Weapon loading component is responsible for maintaining relevant parameters and logic of Hot Weapon loading action

Example usage: Create a script named "HotWeaponLoadSample1", place it in the object manager, open the script, enter the following code to save, run the game, the code is as follows:

ts
@Component
export default class HotWeaponLoadSample1 extends Script {
    protected onStart(): void {
        // structure
        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 {
        // structure
        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") });
        }
    }
}

Table of contents ​

Properties ​

onEndLoad: MulticastDelegateInterface<() => void>
Execute binding function at the end of server loading.
onStartLoad: MulticastDelegateInterface<() => void>
Execute binding function when the server starts loading.

Accessors ​

animationAssetId(): string other
Get the bound animation GUID.
loadAfterFireEnabled(): boolean other
Obtain whether to activate the automatic loading function after firing.
loadDuration(): number other
Obtain loading time.

Properties ​

onEndLoad ​

• onEndLoad: MulticastDelegateInterface<() => void>

Execute binding function at the end of server loading.


onStartLoad ​

• onStartLoad: MulticastDelegateInterface<() => void>

Execute binding function when the server starts loading.

Accessors ​

animationAssetId ​

• get animationAssetId(): string other

• set animationAssetId(GUID): void other

Get the bound animation GUID.

Returns ​

stringBound animation GUID

Set the animation GUID.

Parameters ​

GUID stringMontage animation GUID range to be set: depends on the length of asset ID

loadAfterFireEnabled ​

• get loadAfterFireEnabled(): boolean other

• set loadAfterFireEnabled(enable): void other

Obtain whether to activate the automatic loading function after firing.

Returns ​

booleanWhether to enable the automatic loading function after firing

Set whether to enable the automatic loading function after firing.

Precautions

Only the server can be called before equipping the hot weapon, and both ends can be called after equipping

Parameters ​

enable booleanWhether to enable the automatic loading function after firing

loadDuration ​

• get loadDuration(): number other

• set loadDuration(time): void other

Obtain loading time.

Returns ​

numberLoading time

Set the loading time.

Precautions

Only the server can be called before equipping the hot weapon, and both ends can be called after equipping

Parameters ​

time numberLoading time
default: 0.1
range: [0.01, 10] type: floating-point number