Example #1
0
 public static void Reset()
 {
     LuaAnimClipModel.Reset();
     LuaEffectConfModel.Reset();
     ResetDrawHitData();
     if (m_model != null)
     {
         Object.DestroyImmediate(m_model);
         m_model = null;
     }
     if (m_rightWeapon != null)
     {
         Object.DestroyImmediate(m_rightWeapon);
         m_rightWeapon = null;
     }
     if (m_leftWeapon != null)
     {
         Object.DestroyImmediate(m_leftWeapon);
         m_leftWeapon = null;
     }
     m_modelAnimation       = null;
     m_rightWeaponAnimation = null;
     m_leftWeaponAnimation  = null;
     m_dicIDEffectObject.Clear();
     m_dicIDEffects.Clear();
     m_dicIDObjectNameDelay.Clear();
     m_dicIDEffectAnimation.Clear();
 }
Example #2
0
 private static void SetAnimation(ref BaseAnimation animation, bool isGeneric, GameObject gameObject)
 {
     if (isGeneric)
     {
         Animator animator = gameObject.GetComponent <Animator>();
         if (animator == null)
         {
             Debug.LogError("Prefab's animator is not exit, prefab name " + gameObject.name);
         }
         if (animation is SkillAnimator)
         {
             animation.Init(animator);
         }
         else
         {
             animation = new SkillAnimator(animator);
         }
     }
     else
     {
         if (animation is SkillClip)
         {
             animation.Init(gameObject);
         }
         else
         {
             animation = new SkillClip(gameObject);
         }
     }
 }
Example #3
0
        private static void SetWeaponAnimation(bool isRight)
        {
            GameObject weapon = isRight ? m_rightWeapon : m_leftWeapon;

            if (weapon == null)
            {
                if (isRight)
                {
                    m_rightWeaponAnimation = null;
                }
                else
                {
                    m_leftWeaponAnimation = null;
                }
                return;
            }
            BaseAnimation animation = null;

            if (WeaponModel.CheckModelHasWeaponClip(ModelDataModel.ModelName, weapon.name))
            {
                SetAnimation(ref animation, WeaponModel.GetGenericState(ModelDataModel.ModelName, weapon.name), weapon);
            }
            else
            {
                animation = null;
            }
            if (isRight)
            {
                m_rightWeaponAnimation = animation;
            }
            else
            {
                m_leftWeaponAnimation = animation;
            }
        }
Example #4
0
        public static bool GenericState()
        {
            if (m_aniamtionClips == null)
            {
                return(false);
            }
            AnimationClip sampleClip = m_aniamtionClips[0];

            return(BaseAnimation.IsGenericState(sampleClip));
        }
Example #5
0
        public static bool GetGenericState(string modelName, string weaponName)
        {
            Dictionary <string, AnimationClip> dicClip = m_dicModelClip[modelName][weaponName];
            AnimationClip sampleClip = null;

            foreach (var keyValue in dicClip)
            {
                sampleClip = keyValue.Value;
                break;
            }
            return(BaseAnimation.IsGenericState(sampleClip));
        }
Example #6
0
        public static void SetAnimationClipData(int index)
        {
            Stop();
            ResetDrawHitData();
            Tool.NormalizeTransform(m_model);
            AnimationModel.SetCurrentAnimationClip(index);
            LuaAnimClipModel.SetCurrentClipName(AnimationModel.SelectAnimationClipName);
            AnimationClip selectAnimationClip = AnimationModel.SelectAnimationClip;

            if (selectAnimationClip == null)
            {
                m_isNoWeaponClip       = true;
                m_rightWeaponAnimation = null;
                m_leftWeaponAnimation  = null;
                return;
            }
            m_isNoWeaponClip = !WeaponModel.CheckModelHasClip(ModelDataModel.ModelName);
            SetWeaponAnimation(true);
            SetWeaponAnimation(false);
        }