protected override void OnAppearLoaded(ObjPart target) { if (AppearLoadedEvent != null) { AppearLoadedEvent(target); } }
public void AddObjPart(string name) { if (PartDict.ContainsKey(name)) { return; } ObjPart part = new ObjPart(name); LastPart = part; PartDict.Add(name, part); }
protected virtual void OnAppearLoaded(ObjPart part) { }
protected override void OnAppearLoaded(ObjPart part) { base.OnAppearLoaded(part); }
protected override void OnInit() { _body = AddPart("body"); //_body.AttachTo(_part_root); }
//protected static GameObjectCache _part_cache; //各个对象部件的操作,增加,查找等。都保存在ObjPart对象下 #region 顶点动画/骨骼动画 #endregion #region 外观 /*** * 根据res_id加载对象 * 先查找缓存对象GameObjectCache中是否有对其缓存 * 有则:设置外观 * 否则:根据res_id查找对应的BaseBundle信息 * 没找到,直接返回 表明没有相应地模型资源 * 找到:下载该bundle,在下载完成后,bundle自己构建对象到内存, 并设置外观 * * 设置外观: * 设置层和碰撞体,材质,及其子类的外观设置 * * */ protected virtual void OnAppearLoaded(ObjPart target) { }