public void OccupyStandPos(StandPos p, int id) { if (m_StandPos.ContainsKey(p)) { m_StandPos[p] = id; } }
public void ReleaseStandPos(StandPos p) { if (m_StandPos.ContainsKey(p)) { m_StandPos [p] = -1; } }
public void RegStandPos(StandPos p) { if (p != null && !m_StandPos.ContainsKey(p)) { m_StandPos [p] = -1; } }
public virtual void Init(BattleUnit bu) { m_BattleUnit = bu; RegEvent(); string res; if (bu.IsPlayerSide) { res = ConfigMng.Instance.GetConfig <ClientHeroCfg> ().HeroClientData [bu.OrgData.unit_id].res_path; } else { res = ConfigMng.Instance.GetConfig <ClientHeroCfg> ().MonsterClientData [bu.OrgData.unit_id].res_path; } m_ModelObj = CommonUtil.ResourceMng.Instance.GetResource(res, CommonUtil.ResourceType.Model) as GameObject; if (m_ModelObj == null) { CommonLogger.LogError("Model Can't loaded: " + res); return; } m_AniCtrl = m_ModelObj.GetComponent <Animator> (); StandPos p = GameHelper.Game.FindEmptyPos(bu.IsPlayerSide ? StandType.Player : StandType.Enemy); if (p != null) { m_ModelObj.transform.position = p.transform.position; m_ModelObj.transform.localRotation = p.transform.localRotation; GameHelper.Game.OccupyStandPos(p, bu.OrgData.unit_id); m_StandPos = p; m_StandPos.SetTapHero(this); } InitTaps(); m_BloodBar = (UIManager.Instance.AddUI("UI/BloodBar") as GameObject).GetComponent <BloodBar>(); m_StateProgress = (UIManager.Instance.AddUI("UI/StateProgressBar") as GameObject).GetComponent <UIProgressBar>(); m_EmpowerProgress = (UIManager.Instance.AddUI("UI/EmpowerProgressBar") as GameObject).GetComponent <UIProgressBar>(); CheckStateProgressBarShow(); UpdateBloodBarPos(); }