entityDisable() public méthode

public entityDisable ( ) : void
Résultat void
Exemple #1
0
    public void createPlayer()
    {
        Debug.Log("Room::createPlayer");
        if (player != null)
        {
            player.GetComponent <GameEntity>().entityEnable();
            return;
        }

        if (KBEngineApp.app.entity_type != "Avatar")
        {
            return;
        }

        KBEngine.Avatar avatar = (KBEngine.Avatar)KBEngineApp.app.player();
        if (avatar == null)
        {
            Debug.Log("wait create(palyer)!");
            return;
        }

        player = Instantiate(avatarPerfab, avatar.position, Quaternion.Euler(avatar.direction)) as UnityEngine.GameObject;

        player.AddComponent <PlayerMovement>();

        avatar.renderObj = player;

        ((GameObject)avatar.renderObj).name = avatar.className + "_" + avatar.id;

        GameEntity entity = player.GetComponent <GameEntity>();

        entity.entityDisable();
        entity.isAvatar = true;
        entity.isPlayer = true;
        entity.entity   = avatar;

        // 有必要设置一下,由于该接口由Update异步调用,有可能set_position等初始化信息已经先触发了
        // 那么如果不设置renderObj的位置和方向将为0

        set_position(avatar);
        set_direction(avatar);

        //        Camera.main.GetComponent<CameraFollow>().AttachTarget(player.transform);

        CBGlobalEventDispatcher.Instance.TriggerEvent((int)EVENT_ID.EVENT_CAMERA_FOLLOW, player.transform);
        CBGlobalEventDispatcher.Instance.TriggerEvent((int)EVENT_ID.EVENT_PLAYER_HEALTH, player.GetComponent <PlayerHealth>());
    }
Exemple #2
0
    public void createPlayer()
    {
        if (player != null)
        {
            player.GetComponent <GameEntity>().entityEnable();
            return;
        }

        if (KBEngineApp.app.entity_type != "Avatar")
        {
            return;
        }

        KBEngine.Avatar avatar = (KBEngine.Avatar)KBEngineApp.app.player();
        if (avatar == null)
        {
            Debug.Log("wait create(palyer)!");
            return;
        }

        // 玩家默认在第0层,越小的应该越在下一层, 大的覆盖小的
        float layer = 0.0f;

        player = Instantiate(avatarPerfab, new Vector3(avatar.position.x, avatar.position.z, layer),
                             Quaternion.Euler(new Vector3(avatar.direction.y, avatar.direction.z, avatar.direction.x))) as UnityEngine.GameObject;

        GameEntity entity = player.GetComponent <GameEntity>();

        entity.entityDisable();
        avatar.renderObj = player;
        entity.isAvatar  = true;
        entity.isPlayer  = true;

        // 有必要设置一下,由于该接口由Update异步调用,有可能set_position等初始化信息已经先触发了
        // 那么如果不设置renderObj的位置和方向将为0
        set_position(avatar);
        set_direction(avatar);

        Camera.main.transform.position = new Vector3(player.transform.position.x, player.transform.position.y, -10.0f);
        Camera.main.transform.parent   = player.transform;
    }