private void OnHairCutChangedHandler(uint selectedHairCutIndex, uint hairColorRealIndex) { Debugger.Log(string.Format("********** Select Hair Cut Index: {0} **********", selectedHairCutIndex)); if (_characterEntity != null) { PlayerEntityUtil.ChangeHair(CreateRoleProxy.instance.selectedPlayerID, selectedHairCutIndex, _characterEntity); StartCoroutine(ChangeHairCoroutine(selectedHairCutIndex, hairColorRealIndex)); } Button selectedHairCutButton = hairCutButtonList[(int)selectedHairCutIndex]; selectedHairCutIndicator.position = selectedHairCutButton.transform.position; ChangeHairColor((int)selectedHairCutIndex); }
private void OnSkinChangedHandler(int selectedSkinIndex) { Debugger.Log(string.Format("********** Select Skin Index: {0} **********", selectedSkinIndex)); if (_characterEntity != null) { int index = selectedSkinIndex; index++; skinTipsText.text = Localization.Get("ui.create_role_view.bodyTips_" + index); PlayerEntityUtil.ChangeSkin(CreateRoleProxy.instance.selectedPlayerID, selectedSkinIndex, _characterEntity); } Button selectedSkinButton = skinButtonList[selectedSkinIndex]; selectedFaceIndicator.position = selectedSkinButton.transform.position; }
//必须等一帧,不然先换了颜色,后换模型,导致颜色贴图找不到 private IEnumerator ChangeHairCoroutine(uint hairCutIndex, uint hairColorRealIndex) { yield return(null); PlayerEntityUtil.ChangeHairColor(CreateRoleProxy.instance.selectedPlayerID, hairCutIndex, hairColorRealIndex, _characterEntity); }