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HotWeaponReloadComponent

Gameplay / HotWeaponReloadComponent

HotWeaponReloadComponent Class ​

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

Usage example: create a script named "HotWeaponReloadSample1", place it in the object manager, open the script, enter the following code to save, and run the game. The code is as follows:

ts
@Component
export default class HotWeaponReloadSample1 extends Script {
    protected onStart(): void {
        // structure
        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 {
        // structure
        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") });
        }
    }
}

Table of contents ​

Properties ​

onEndReload: MulticastDelegateInterface<() => void>
Execute the binding function when ending the reloading process. Example usage of class HotWeaponReloadComponent
onStartReload: MulticastDelegateInterface<() => void>
Execute binding function when starting to reload.

Accessors ​

animationAssetId(): string other
Get the bound animation GUID.
reloadDuration(): number other
Obtain the reload time.

Properties ​

onEndReload ​

• onEndReload: MulticastDelegateInterface<() => void>

Execute the binding function when ending the reloading process. Example usage of class HotWeaponReloadComponent


onStartReload ​

• onStartReload: MulticastDelegateInterface<() => void>

Execute binding function when starting to reload.

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

reloadDuration ​

• get reloadDuration(): number other

• set reloadDuration(time): void other

Obtain the reload time.

Returns ​

numberIt's reload time

Set the reload time.

Precautions

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

Parameters ​

time numberNew reload time
default: 0.1
range: [0.01, 10] type: floating point number