/// <summary> /// 创建一个实体 /// </summary> /// <typeparam name="T">驱动脚本</typeparam> /// <param name="type">实体类型</param> /// <param name="assettype">资源类型</param> /// <param name="parent">父节点物体</param> /// <param name="name">实体名称</param> /// <returns>实体ID</returns> public long CreateNewEntity <T>(Define.EntityType type, Define.ModelType assettype, GameObject parent = null, string name = "") where T : Base.BaseMotor, new() { long id = -1; AssetMgr.GetInstance().LoadAsset(PathMgr.GetInstance().GetPath(assettype), true, true, () => { if (AssetMgr.GetInstance().GetAsset() != null) { GameObject go; go = GameObject.Instantiate(AssetMgr.GetInstance().GetAsset(), parent == null ? EntityRoot.transform : parent.transform) as GameObject; id = go.GetHashCode() >= 0 ? go.GetHashCode() * 10 : -go.GetHashCode() * 10 + 1; string goname = name == "" ? (id + "_" + assettype.ToString()) : name; go.name = goname; go.AddComponent(typeof(T)); go.GetComponent <T>().InitEntity(id, goname, type); EntityList.Add(id, go.GetComponent <T>()); } else { Debug.LogError("Create Failed!"); return; } }); return(id); }
public abstract void InitEntity(long Id, string Name, Define.EntityType Type);
public override void InitEntity(long Id, string Name, Define.EntityType Type) { player = new Player(); player.Init(Id, Name, Type); Init(gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>()); }
public override void Init(long Id, string Name, Define.EntityType Type) { base.Init(Id, Name, Type); }