public void OnAttack(System.Func <int, int, int, int> act, System.Action <int, int> idle) { OnAttackCallBack = act; OnIdle = idle; GameBattleEx.Instance.RemoveCollision(this); RefreshCollision(); GameBattleEx.Instance.RegisterCollision(this); Index = int.Parse(name.Substring(name.Length - 2)); WsGlobal.SetObjectLayer(gameObject, LayerMask.NameToLayer("Trigger")); }
//计算重力作用下的运动方向以及位移 //public CharacterController charController; //Rigidbody rig; public void Init(int modelIdx) { tag = "meteorUnit"; UnitId = modelIdx; charLoader = GetComponent <CharacterLoaderDebug>(); if (charLoader == null) { charLoader = gameObject.AddComponent <CharacterLoaderDebug>(); } posMng = GetComponent <PoseStatusDebug>(); if (posMng == null) { posMng = gameObject.AddComponent <PoseStatusDebug>(); } charLoader.LoadCharactor(UnitId); posMng.Init(); WeaponR = Global.ldaControlX("d_wpnR", charLoader.rootBone.gameObject).transform; WeaponL = Global.ldaControlX("d_wpnL", charLoader.rootBone.gameObject).transform; ROOTNull = Global.ldaControlX("b", gameObject).transform; RootdBase = charLoader.rootBone; CameraTarget = RootdBase; weaponLoader = gameObject.GetComponent <WeaponLoaderEx>(); if (weaponLoader == null) { weaponLoader = gameObject.AddComponent <WeaponLoaderEx>(); } weaponLoader.Init(); posMng.ChangeAction(); WsGlobal.SetObjectLayer(gameObject, gameObject.layer); //charController = gameObject.AddComponent<CharacterController>(); //charController.center = new Vector3(0, 18.0f, 0); //charController.height = 36.0f; //charController.radius = 8.0f; //charController.stepOffset = 8.0f; //mPosition = transform.position; //for (int i = 0; i < 32; i++) //{ // if (LayerMask.LayerToName(i) == "LocalPlayer") // continue; // if (LayerMask.LayerToName(i) == "Monster") // continue; // if (LayerMask.LayerToName(i) == "Trigger") // continue; // if (!Physics.GetIgnoreLayerCollision(gameObject.layer, i)) // mCacheLayerMask |= (1 << i); //} }
public void LoadCharactor(int id) { owner = GetComponent <MeteorUnit>(); posMng = owner.posMng; CharacterIdx = id; Skin = new GameObject(); Skin.transform.SetParent(transform); Skin.transform.localRotation = Quaternion.identity; Skin.transform.localScale = Vector3.one; Skin.transform.localPosition = Vector3.zero; SkcFile skc = SkcLoader.Instance.Load(id); BncFile bnc = BncLoader.Instance.Load(id); Skin.name = skc.Skin; rend = Skin.AddComponent <SkinnedMeshRenderer>(); rend.localBounds = skc.mesh.bounds; rend.materials = skc.Material(id, owner.Camp); rend.sharedMesh = skc.mesh; rend.sharedMesh.RecalculateBounds(); bo = new List <Transform>(); dummy = new List <Transform>(); List <Matrix4x4> bindPos = new List <Matrix4x4>(); if (owner.Attr.IsPlayer) { Skin.layer = LayerMask.NameToLayer("LocalPlayer"); } else { Skin.layer = LayerMask.NameToLayer("Monster"); } bnc.GenerateBone(transform, ref bo, ref dummy, ref bindPos, ref rootBone); WsGlobal.SetObjectLayer(gameObject, Skin.layer); rend.bones = bo.ToArray(); rend.sharedMesh.bindposes = bindPos.ToArray(); rend.rootBone = rootBone; RootPos = rootBone.localPosition; RootQuat = rootBone.localRotation; AmbLoader.Ins.LoadCharacterAmb(id); //GenerateBounds(skc.mesh, bo); LoadBoxDef(id); }
public void EquipWeapon(int unitid, bool ui = true) { InventoryItem i = ui ? weaponModel : Weapon; if (i == null) { i = ui ? weaponModel = Main.Ins.GameStateMgr.MakeEquip(unitid):Main.Ins.GameStateMgr.MakeEquip(unitid); //WeaponBase weaponProperty = U3D.GetWeaponProperty(i.Info().UnitId); EquipWeapon(i, true); } else { UnEquipWeapon(); i = ui ? weaponModel = Main.Ins.GameStateMgr.MakeEquip(unitid):Main.Ins.GameStateMgr.MakeEquip(unitid); //WeaponBase weaponProperty = U3D.GetWeaponProperty(i.Info().UnitId); EquipWeapon(i, true); } if (ui) { if (i.Info().SubType == (int)(EquipWeaponType.Lance)) { transform.localPosition = new Vector3(0, 9, 130); } else { transform.localPosition = new Vector3(0, 9, 110); } } if (RParent != null) { WsGlobal.SetObjectLayer(RParent.gameObject, LayerMask.NameToLayer("RenderModel")); } if (LParent != null) { WsGlobal.SetObjectLayer(LParent.gameObject, LayerMask.NameToLayer("RenderModel")); } }
//适用于非武器类型的任意模型的显示,包括地图都可以用此方法读,且支持IFL材质,创建虚拟体,只匹配序号,不匹配名称 public static void ShowMeteorObject(string file, Transform parent, bool gen = false) { if (file.EndsWith(".des")) { file = file.Substring(0, file.Length - 4); } DesFile fIns = Main.Ins.DesLoader.Load(file); GMBFile gmb = Main.Ins.GMBLoader.Load(file); GMCFile fModel = Main.Ins.GMCLoader.Load(file); //保存材质球 if (Application.isEditor) { if (!System.IO.Directory.Exists("Assets/Materials/Weapons/resources/")) { System.IO.Directory.CreateDirectory("Assets/Materials/Weapons/resources/"); } } //看des文件是否为空 //优先GMB if (gmb != null) { //还未处理IFL序列图动态加载。 Material[] mat = new Material[gmb.TexturesCount]; for (int i = 0; i < mat.Length; i++) { mat[i] = null; } Dictionary <int, string> iflMat = new Dictionary <int, string>();//IFL材质特殊处理,IFL材质均为mobile/particle/additive for (int x = 0; x < gmb.TexturesCount; x++) { string tex = gmb.TexturesNames[x]; if (tex.ToLower().EndsWith(".ifl")) { if (!iflMat.ContainsKey(x)) { iflMat.Add(x, tex); } continue; } string iden = string.Format("{0}_{1:D2}", file, x); mat[x] = Resources.Load <Material>(iden); if (mat[x] == null) { mat[x] = new Material(ShaderMng.Find("AlphaTexture")); int del = tex.LastIndexOf('.'); if (del != -1) { tex = tex.Substring(0, del); } Texture texture = Resources.Load <Texture>(tex); if (texture == null) { Debug.LogError("texture miss on load gmb:" + file + " texture name:" + tex); } mat[x].SetTexture("_MainTex", texture); mat[x].name = iden; if (gen) { //UnityEditor.AssetDatabase.CreateAsset(mat[x], "Assets/Materials/Weapons/resources/" + mat[x].name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } } } for (int i = 0; i < fIns.SceneItems.Count; i++) { GameObject objMesh = new GameObject(); bool addIflComponent = false; int iflParam = -1; int iflMatIndex = 0; objMesh.name = fIns.SceneItems[i].name; objMesh.transform.localRotation = Quaternion.identity; objMesh.transform.localPosition = Vector3.zero; objMesh.transform.localScale = Vector3.one; objMesh.layer = parent.gameObject.layer; //bool realObject = false;//是不是正常物体,虚拟体无需设置材质球之类 if (i < gmb.SceneObjectsCount) { //for (int j = 0; j < gmb.SceneObjectsCount; j++) //{ // if (gmb.mesh[j].name == objMesh.name) // { //realObject = true; Mesh w = new Mesh(); //前者子网格编号,后者 索引缓冲区 Dictionary <int, List <int> > tr = new Dictionary <int, List <int> >(); List <Vector3> ve = new List <Vector3>(); List <Vector2> uv = new List <Vector2>(); List <Vector3> nor = new List <Vector3>(); List <Color> col = new List <Color>(); for (int k = 0; k < gmb.mesh[i].faces.Count; k++) { int key = gmb.mesh[i].faces[k].material; if (tr.ContainsKey(key)) { tr[key].Add(gmb.mesh[i].faces[k].triangle[0]); tr[key].Add(gmb.mesh[i].faces[k].triangle[1]); tr[key].Add(gmb.mesh[i].faces[k].triangle[2]); } else { tr.Add(key, new List <int>()); tr[key].Add(gmb.mesh[i].faces[k].triangle[0]); tr[key].Add(gmb.mesh[i].faces[k].triangle[1]); tr[key].Add(gmb.mesh[i].faces[k].triangle[2]); } } for (int k = 0; k < gmb.mesh[i].vertices.Count; k++) { //ve.Add(gmb.mesh[i].vertices[k].pos); Vector3 vec = gmb.mesh[i].vertices[k].pos - (Vector3)fIns.SceneItems[i].pos; vec = Quaternion.Inverse(fIns.SceneItems[i].quat) * vec; //ve.Add(fModel.mesh[i].vertices[k].pos); ve.Add(vec); uv.Add(gmb.mesh[i].vertices[k].uv); col.Add(gmb.mesh[i].vertices[k].color); nor.Add(gmb.mesh[i].vertices[k].normal); } w.SetVertices(ve); w.uv = uv.ToArray(); w.subMeshCount = tr.Count; int ss = 0; List <Material> targetMat = new List <Material>(); foreach (var each in tr) { w.SetIndices(each.Value.ToArray(), MeshTopology.Triangles, ss++); if (each.Key >= 0 && each.Key < gmb.shader.Length) { int materialIndex = gmb.shader[each.Key].TextureArg0; if (materialIndex >= 0 && materialIndex < mat.Length) { if (mat[materialIndex] == null) { targetMat.Add(new Material(Shader.Find("Unlit/Transparent"))); addIflComponent = true; iflParam = materialIndex; iflMatIndex = targetMat.Count - 1; } else { targetMat.Add(mat[materialIndex]); } } else { Material defaults = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, materialIndex)); if (defaults == null) { defaults = new Material(Shader.Find("Unlit/Texture")); } defaults.name = string.Format("{0}_{1:D2}", file, materialIndex); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(defaults, "Assets/Materials/Weapons/resources/" + defaults.name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } targetMat.Add(defaults); } } } MeshRenderer mr = objMesh.AddComponent <MeshRenderer>(); MeshFilter mf = objMesh.AddComponent <MeshFilter>(); mf.mesh = w; mf.mesh.colors = col.ToArray(); mf.mesh.normals = nor.ToArray(); mf.mesh.RecalculateBounds(); mf.mesh.RecalculateNormals(); mr.materials = targetMat.ToArray(); string vis = ""; if (fIns.SceneItems[i].ContainsKey("visible", out vis)) { if (vis == "0") { mr.enabled = false; //BoxCollider co = mr.gameObject.AddComponent<BoxCollider>(); } } string block = ""; if (fIns.SceneItems[i].ContainsKey("blockplayer", out block)) { if (block == "no") { MeshCollider co = mr.gameObject.GetComponent <MeshCollider>(); if (co == null) { co = mr.gameObject.AddComponent <MeshCollider>(); } if (co != null) { co.enabled = false; co.convex = false; co.isTrigger = false; } } } else { Collider coexist = mr.gameObject.GetComponent <Collider>(); if (coexist == null) { MeshCollider co = mr.gameObject.AddComponent <MeshCollider>(); co.isTrigger = false; } } } //} objMesh.transform.SetParent(parent); if (addIflComponent && iflMat.ContainsKey(iflParam)) { IFLLoader iflL = objMesh.AddComponent <IFLLoader>(); iflL.fileNameReadOnly = iflMat[iflParam]; iflL.IFLFile = Resources.Load <TextAsset>(iflMat[iflParam]); iflL.matIndex = iflMatIndex; iflL.useSharedMaterial = false; iflL.LoadIFL(); } //如果是板凳桌子,加上双面网格,避免一些BUG if (parent.name.ToLower().Contains("chair") || parent.name.ToLower().Contains("desk")) { objMesh.AddComponent <DoubleSideMeshCollider>(); } objMesh.transform.localRotation = fIns.SceneItems[i].quat; objMesh.transform.localScale = Vector3.one; objMesh.transform.localPosition = fIns.SceneItems[i].pos; } } else if (fModel != null) { //Debug.LogError("error !!!!!!!!!!!!!!!!!!!!!!!!! not support gmc file any more"); Material[] mat = new Material[fModel.TexturesCount]; for (int i = 0; i < mat.Length; i++) { mat[i] = null; } Dictionary <int, string> iflMat = new Dictionary <int, string>();//IFL材质特殊处理,IFL材质均为mobile/particle/additive for (int x = 0; x < fModel.TexturesCount; x++) { string tex = fModel.TexturesNames[x]; if (tex.ToLower().EndsWith(".ifl")) { if (!iflMat.ContainsKey(x)) { iflMat.Add(x, tex); } continue; } mat[x] = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, x)); if (mat[x] == null) { mat[x] = new Material(ShaderMng.Find("AlphaTexture")); int del = tex.LastIndexOf('.'); if (del != -1) { tex = tex.Substring(0, del); } Texture texture = Resources.Load <Texture>(tex); if (texture == null) { Debug.LogError("texture miss on load gmc:" + file + " texture name:" + tex); } mat[x].SetTexture("_MainTex", texture); mat[x].name = string.Format("{0}_{1:D2}", file, x); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(mat[x], "Assets/Materials/Weapons/resources/" + mat[x].name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } } //mat[x] = Resources.Load<Material>(string.Format("{0}_{1:D2}", file, x)); //if (mat[x] == null) //{ // mat[x] = new Material(ShaderUtil.Find("UnlitAlphaTexture")); // string tex = fModel.TexturesNames[x]; // int del = tex.LastIndexOf('.'); // if (del != -1) // tex = tex.Substring(0, del); // Texture texture = Resources.Load<Texture>(tex); // if (texture == null) // Debug.LogError("texture miss on load gmc:" + file + " texture name:" + tex); // mat[x].SetTexture("_MainTex", texture); // mat[x].name = string.Format("{0}_{1:D2}", file, x); // //AssetDatabase.CreateAsset(mat[x], "Assets/Materials/" + file + "/resources/" + mat[x].name + ".mat"); // //AssetDatabase.Refresh(); //} } for (int i = 0; i < fIns.SceneItems.Count; i++) { GameObject objMesh = new GameObject(); bool addIflComponent = false; int iflParam = -1; int iflMatIndex = 0; objMesh.name = fIns.SceneItems[i].name; objMesh.transform.localRotation = Quaternion.identity; objMesh.transform.localPosition = Vector3.zero; objMesh.transform.localScale = Vector3.one; objMesh.layer = parent.gameObject.layer; //bool realObject = false;//是不是正常物体,虚拟体无需设置材质球之类 if (i < fModel.SceneObjectsCount) { //for (int j = 0; j < fModel.SceneObjectsCount; j++) //{ //if (fModel.mesh[j].name == objMesh.name) { //realObject = true; Mesh w = new Mesh(); //前者子网格编号,后者 索引缓冲区 Dictionary <int, List <int> > tr = new Dictionary <int, List <int> >(); List <Vector3> ve = new List <Vector3>(); List <Vector2> uv = new List <Vector2>(); List <Vector3> nor = new List <Vector3>(); List <Color> col = new List <Color>(); for (int k = 0; k < fModel.mesh[i].faces.Count; k++) { int key = fModel.mesh[i].faces[k].material; if (tr.ContainsKey(key)) { tr[key].Add(fModel.mesh[i].faces[k].triangle[0]); tr[key].Add(fModel.mesh[i].faces[k].triangle[1]); tr[key].Add(fModel.mesh[i].faces[k].triangle[2]); } else { tr.Add(key, new List <int>()); tr[key].Add(fModel.mesh[i].faces[k].triangle[0]); tr[key].Add(fModel.mesh[i].faces[k].triangle[1]); tr[key].Add(fModel.mesh[i].faces[k].triangle[2]); } } for (int k = 0; k < fModel.mesh[i].vertices.Count; k++) { Vector3 vec = fModel.mesh[i].vertices[k].pos - (Vector3)fIns.SceneItems[i].pos; vec = Quaternion.Inverse(fIns.SceneItems[i].quat) * vec; //ve.Add(fModel.mesh[i].vertices[k].pos); ve.Add(vec); uv.Add(fModel.mesh[i].vertices[k].uv); col.Add(fModel.mesh[i].vertices[k].color); nor.Add(fModel.mesh[i].vertices[k].normal); } w.SetVertices(ve); w.uv = uv.ToArray(); w.subMeshCount = tr.Count; int ss = 0; List <Material> targetMat = new List <Material>(); foreach (var each in tr) { w.SetIndices(each.Value.ToArray(), MeshTopology.Triangles, ss++); if (each.Key >= 0 && each.Key < fModel.shader.Length) { int materialIndex = fModel.shader[each.Key].TextureArg0; if (materialIndex >= 0 && materialIndex < mat.Length) { if (mat[materialIndex] == null) { targetMat.Add(new Material(Shader.Find("Unlit/Transparent"))); addIflComponent = true; iflParam = materialIndex; iflMatIndex = targetMat.Count - 1; } else { targetMat.Add(mat[materialIndex]); } } else { //即使没有贴图,也存在材质 Material defaults = Resources.Load <Material>(string.Format("{0}_{1:D2}", file, materialIndex)); if (defaults == null) { defaults = new Material(Shader.Find("Unlit/Texture")); } defaults.name = string.Format("{0}_{1:D2}", file, materialIndex); if (gen) { //UnityEditor.AssetDatabase.CreateAsset(defaults, "Assets/Materials/Weapons/resources/" + defaults.name + ".mat"); //UnityEditor.AssetDatabase.Refresh(); } targetMat.Add(defaults); } } } MeshRenderer mr = objMesh.AddComponent <MeshRenderer>(); MeshFilter mf = objMesh.AddComponent <MeshFilter>(); mf.mesh = w; mf.mesh.colors = col.ToArray(); mf.mesh.normals = nor.ToArray(); mf.mesh.RecalculateBounds(); mf.mesh.RecalculateNormals(); mr.materials = targetMat.ToArray(); string vis = ""; if (fIns.SceneItems[i].ContainsKey("visible", out vis)) { if (vis == "0") { mr.enabled = false; //BoxCollider co = mr.gameObject.AddComponent<BoxCollider>(); } } string block = ""; if (fIns.SceneItems[i].ContainsKey("blockplayer", out block)) { if (block == "no") { Collider co = mr.gameObject.GetComponent <MeshCollider>(); if (co == null) { co = mr.gameObject.AddComponent <MeshCollider>(); } if (co != null) { MeshCollider mec = co as MeshCollider; if (mec != null) { mec.enabled = false; mec.convex = false;//unity bug mec.isTrigger = false; } } } } else { Collider coexist = mr.gameObject.GetComponent <Collider>(); if (coexist == null) { MeshCollider co = mr.gameObject.AddComponent <MeshCollider>(); co.isTrigger = false; } } } } objMesh.transform.SetParent(parent); if (addIflComponent && iflMat.ContainsKey(iflParam)) { IFLLoader iflL = objMesh.AddComponent <IFLLoader>(); iflL.fileNameReadOnly = iflMat[iflParam]; iflL.IFLFile = Resources.Load <TextAsset>(iflMat[iflParam]); iflL.matIndex = iflMatIndex; iflL.useSharedMaterial = false; iflL.LoadIFL(); } //如果是板凳桌子,加上双面网格,避免一些BUG if (parent.name.ToLower().Contains("chair") || parent.name.ToLower().Contains("desk")) { objMesh.AddComponent <DoubleSideMeshCollider>(); } objMesh.transform.localRotation = fIns.SceneItems[i].quat; objMesh.transform.localScale = Vector3.one; objMesh.transform.localPosition = fIns.SceneItems[i].pos; } } else { //一个预设 GameObject prefab = Resources.Load(file) as GameObject; if (prefab != null) { GameObject obj = GameObject.Instantiate(prefab, parent); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.rotation = Quaternion.identity; BoxCollider co = obj.GetComponentInChildren <BoxCollider>(); co.isTrigger = true; int k = obj.transform.childCount; while (obj.transform.childCount != 0) { Transform tri = obj.transform.GetChild(0); tri.SetParent(parent); } GameObject.Destroy(obj); WsGlobal.SetObjectLayer(parent.gameObject, parent.gameObject.layer); } } }
//把背包里的物品,装备到身上. public void EquipWeapon() { UnEquipWeapon(); Init(); DesLoader.Instance.Refresh(); GMCLoader.Instance.Refresh(); GMBLoader.Instance.Refresh(); if (!string.IsNullOrEmpty(StrWeaponL)) { GameObject weaponPrefab = Resources.Load <GameObject>(StrWeaponL); //如果新武器系统包含了这件武器。 if (weaponPrefab == null) { if (L != null) { DestroyImmediate(L); } L = new GameObject().transform; L.SetParent(LP); L.gameObject.layer = LP.gameObject.layer; L.localRotation = Quaternion.identity; L.localPosition = Vector3.zero; L.localScale = Vector3.one; L.name = StrWeaponR; WsGlobal.ShowMeteorObject(StrWeaponL, L.transform, GenerateMaterial); WsGlobal.SetObjectLayer(L.gameObject, L.gameObject.layer); } else { if (L != null) { DestroyImmediate(L); } GameObject objWeapon = GameObject.Instantiate(weaponPrefab); L = objWeapon.transform; L.SetParent(LP); L.gameObject.layer = LP.gameObject.layer; L.localPosition = Vector3.zero; //这种导入来的模型,需要Y轴旋转180,与原系统的物件坐标系存在一些问题 L.localRotation = new Quaternion(0, 1, 0, 0); L.name = StrWeaponL; L.localScale = Vector3.one; WsGlobal.SetObjectLayer(L.gameObject, L.gameObject.layer); } } if (!string.IsNullOrEmpty(StrWeaponR)) { GameObject weaponPrefab = Resources.Load <GameObject>(StrWeaponR); if (weaponPrefab == null) { if (R != null) { DestroyImmediate(R); } R = new GameObject().transform; R.SetParent(RP); R.gameObject.layer = RP.gameObject.layer; R.localRotation = Quaternion.identity; R.localPosition = Vector3.zero; R.localScale = Vector3.one; R.name = StrWeaponR; WsGlobal.ShowMeteorObject(StrWeaponR, R.transform, GenerateMaterial); WsGlobal.SetObjectLayer(R.gameObject, R.gameObject.layer); } else { //预设要绕Y旋转180 if (R != null) { DestroyImmediate(R); } GameObject objWeapon = GameObject.Instantiate(weaponPrefab); R = objWeapon.transform; R.SetParent(RP); R.gameObject.layer = RP.gameObject.layer; R.localPosition = Vector3.zero; R.localRotation = new Quaternion(0, 1, 0, 0); R.name = StrWeaponR; R.localScale = Vector3.one; WsGlobal.SetObjectLayer(R.gameObject, R.gameObject.layer); } } }
public void Init(int modelIdx, int layer, bool updateModel = false) { tag = "meteorUnit"; UnitId = modelIdx; IgnoreGravity = true; if (updateModel) { //把伤害盒子去掉,把受击盒子去掉 hitList.Clear(); if (charLoader != null) { GameObject.Destroy(charLoader.rootBone.parent.gameObject); GameObject.Destroy(charLoader.Skin.gameObject); charLoader = null; } } if (Attr == null && Main.Ins.MeteorManager != null && Main.Ins.LocalPlayer != null) { Attr = Main.Ins.LocalPlayer.Attr; } if (charLoader == null) { charLoader = new CharacterLoader(); } if (posMng == null) { posMng = new PoseStatus(); } if (updateModel) { transform.position = Vector3.zero; transform.rotation = Quaternion.identity; } charLoader.LoadCharactor(UnitId, transform); posMng.Init(this); WeaponR = NodeHelper.Find("d_wpnR", charLoader.rootBone.gameObject).transform; WeaponL = NodeHelper.Find("d_wpnL", charLoader.rootBone.gameObject).transform; ROOTNull = NodeHelper.Find("b", gameObject).transform; RootdBase = charLoader.rootBone; CameraTarget = RootdBase; weaponLoader = gameObject.GetComponent <WeaponLoader>(); if (updateModel) { Destroy(weaponLoader); weaponLoader = null; } if (weaponLoader == null) { weaponLoader = gameObject.AddComponent <WeaponLoader>(); } weaponLoader.Init(this); charController = gameObject.GetComponent <CharacterController>(); if (charController == null) { charController = gameObject.AddComponent <CharacterController>(); } charController.center = new Vector3(0, 16, 0); charController.height = 32; charController.radius = 9.0f;//不这么大碰不到寻路点. charController.stepOffset = 7.6f; posMng.ChangeAction(); WsGlobal.SetObjectLayer(gameObject, layer); InventoryItem itWeapon = Main.Ins.GameStateMgr.MakeEquip(1); weaponLoader.EquipWeapon(itWeapon); this.name = Main.Ins.CombatData.GetCharacterName(UnitId); }
void EquipChanged(InventoryItem it) { weaponLoader.EquipWeapon(it); WsGlobal.SetObjectLayer(gameObject, gameObject.layer); }