public void Init(string name, int layer, Vector3 pos, bool isUser = false, Variant serverData = null, uint cid = 0) { m_ePRProfession = A3_PROFESSION.Warrior; m_strAvatarPath = "profession_warrior_"; m_strEquipEffPath = "Fx_armourFX_warrior_"; //roleName = "我是战士"; roleName = name; // m_fNavSpeed = 2f; m_fNavStoppingDis = 0.125f; base.Init("profession_warrior_inst", layer, pos, isUser, serverData, cid); setNavLay(NavmeshUtils.listARE[1]); P2Warrior_Event warrior_event = m_curModel.gameObject.AddComponent <P2Warrior_Event>(); warrior_event.m_linkProfessionRole = this; m_curAni.SetFloat(EnumAni.ANI_F_FLY, 0f); //wing = 1; set_body(0, 0); //body = 0; set_weaponr(0, 0); m_skill2005_time = Skill_a3Model.getInstance().skilldic[2005].eff_last; m_skill2010_time = Skill_a3Model.getInstance().skilldic[2010].eff_last; }
public new void Init(string name, int layer, Vector3 pos, bool isUser = false) { this.m_strAvatarPath = "profession/warrior/"; this.m_strEquipEffPath = "Fx/armourFX/warrior/"; base.roleName = name; this.m_fNavStoppingDis = 0.125f; base.Init("profession/warrior_inst", layer, pos, isUser); base.setNavLay(NavmeshUtils.listARE[1]); P2Warrior_Event p2Warrior_Event = this.m_curModel.gameObject.AddComponent <P2Warrior_Event>(); p2Warrior_Event.m_linkProfessionRole = this; this.m_curAni.SetFloat(EnumAni.ANI_F_FLY, 0f); base.set_body(0, 0); base.set_weaponr(0, 0); this.m_skill2005_time = ModelBase <Skill_a3Model> .getInstance().skilldic[2005].eff_last; this.m_skill2010_time = ModelBase <Skill_a3Model> .getInstance().skilldic[2010].eff_last; }