// 从网络传输进来 public void InitByHero(int playerIdx, int unitType) { int heroCarID = 1; HERO_CAR heroCar = DataCfgMgr.instance.GetHeroCar(heroCarID); int unitResID = (int)heroCar.car_id; List <BattleUnit> tempList = BattleUnitFactory.instance.SpawnUnitFactory(playerIdx, unitResID, 0, parentTr, unitType); for (int i = 0; i < tempList.Count; i++) { mUnitList.Add(tempList[i]); } CachPlayerUnit(); }
List <BattleUnit> SpawnPlayerUnit(int playerIdx, int heroCarID, Transform hangNode, int unitType) { HERO_CAR heroCar = DataCfgMgr.instance.GetHeroCar(heroCarID); int unitResID = (int)heroCar.car_id; List <BattleUnit> objList = new List <BattleUnit>(); CAR_ATTR car = DataCfgMgr.instance.GetCar(unitResID); int carPosID = playerIdx; CAR_POS carPos = DataCfgMgr.instance.GetCarPos(carPosID);// CAR_VELOCITY carVelocity = DataCfgMgr.instance.GetCarVelocity((int)(heroCar.velocity_id)); CAR_POS carPosY = DataCfgMgr.instance.GetCarPos((int)(heroCar.pos_id)); BattleUnit obj = SpawnOneUnit(playerIdx, heroCarID, car.res_path, hangNode, new Vector2(carPos.car_pos.x, carPosY.car_pos.y), new Vector2(carVelocity.car_velocity.x, carVelocity.car_velocity.y), unitType); objList.Add(obj); return(objList); }