override protected void Model_Loaded_Over() { M0x000_Role_Event mde = m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); mde.m_monRole = this; SetSkin(); }
public void Init(string name, int layer, Vector3 pos) { m_strMPAvatarPath = "profession_warrior_"; m_eMPProfession = A3_PROFESSION.Warrior; //roleName = "我是战士"; roleName = name; // m_fNavSpeed = 2f; m_fNavStoppingDis = 0.125f; base.Init("profession_warrior_inst", layer, pos); //P2Warrior_Event warrior_event = m_curModel.gameObject.AddComponent<P2Warrior_Event>(); //warrior_event.ohter_linkProfessionRole = this; M0x000_Role_Event mde = m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); mde.m_monRole = this; MonHurtPoint mhtt = m_curPhy.gameObject.AddComponent <MonHurtPoint>(); mhtt.m_monRole = this; 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(1, 1); //body = 0; set_weaponr(1, 1); }
public void Init(string name, int layer, Vector3 pos) { m_strMPAvatarPath = "profession_assa_"; m_eMPProfession = A3_PROFESSION.Assassin; roleName = name; // m_fNavSpeed = 6f; base.Init("profession_assa_inst", layer, pos); //P5Assassin_Event assassin_event = m_curModel.gameObject.AddComponent<P5Assassin_Event>(); //assassin_event.ohter_linkProfessionRole = this; M0x000_Role_Event mde = m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); mde.m_monRole = this; MonHurtPoint mhtt = m_curPhy.gameObject.AddComponent <MonHurtPoint>(); mhtt.m_monRole = this; setNavLay(NavmeshUtils.listARE[1]); m_curAni.SetFloat(EnumAni.ANI_F_FLY, 0f); //wing = 1; set_weaponr(0, 0); set_weaponl(0, 0); set_body(0, 0); }
public override void Init(string prefab_path, int layer, Vector3 pos, float roatate = 0f) { this.m_fNavStoppingDis = 2f; base.roleName = this.RandomName(); base.Init(prefab_path, layer, pos, roatate); M0x000_Role_Event m0x000_Role_Event = this.m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); m0x000_Role_Event.m_monRole = this; base.maxHp = (base.curhp = 1000); this.SetSkin(); }
public override void Init(string prefab_path, int layer, Vector3 pos, float roatate = 0) { m_fNavStoppingDis = 2f; base.Init(prefab_path, layer, pos, roatate); M0x000_Role_Event mde = m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); mde.m_monRole = this; maxHp = curhp = 1000; SetSkin(); }
public new void Init(string name, int layer, Vector3 pos, bool isUser = false) { this.m_strAvatarPath = "profession/mage/"; base.roleName = name; base.setNavLay(NavmeshUtils.listARE[1]); base.Init("profession/mage_inst", layer, pos, isUser); M0x000_Role_Event m0x000_Role_Event = this.m_curModel.gameObject.AddComponent <M0x000_Role_Event>(); m0x000_Role_Event.m_monRole = this; MonHurtPoint monHurtPoint = this.m_curPhy.gameObject.AddComponent <MonHurtPoint>(); monHurtPoint.m_monRole = this; this.m_curAni.SetFloat(EnumAni.ANI_F_FLY, 0f); base.set_weaponl(0, 0); base.set_body(0, 0); }