Exemple #1
0
    /** 构造单位加载列表 */
    protected virtual void makeUnitLoadList(IntSet loadList, UnitInfoData data)
    {
        if (BaseC.constlist.unit_canFight(data.identity.type))
        {
            int fightUnitID;

            if ((fightUnitID = ((FightUnitIdentityData)data.identity).getFightUnitID()) > 0)
            {
                int modelID;

                if ((modelID = FightUnitConfig.get(fightUnitID).modelID) > 0)
                {
                    loadList.add(ModelConfig.get(modelID).sourceT);
                }
            }
        }


        switch (data.identity.type)
        {
        case UnitType.Character:
        {
        }
        break;
        }
    }
Exemple #2
0
    /** 设置显示模型 */
    public void setModel(int modelID)
    {
        if (_showModelID == modelID)
        {
            return;
        }

        _showModelID = modelID;
        _modelConfig = ModelConfig.get(modelID);

        loadModel();
    }
Exemple #3
0
 /** 更新模型 */
 protected virtual void onRefreshModel(int modelID)
 {
     if (modelID > 0)
     {
         _modelConfig   = ModelConfig.get(modelID);
         _collideRadius = _modelConfig.collideRadius;
     }
     else
     {
         _modelConfig   = null;
         _collideRadius = 0f;
     }
 }
Exemple #4
0
    /** 获取当前该显示的部件(包括默认值)(没有返回-1) */
    public int getShowPart(int type)
    {
        int partID;

        if ((partID = getPartID(type)) != -1)
        {
            return(partID);
        }

        int modelID;

        if ((modelID = _data.modelID) == -1)
        {
            return(-1);
        }

        return(ModelConfig.get(modelID).showPartsT.getOrDefault(type, -1));
    }
Exemple #5
0
    private GameObject createModel(int modelID, SceneElementEditorData eData)
    {
        ModelConfig config = ModelConfig.get(modelID);

        GameObject obj = new GameObject(getElementName(eData));

        SceneElementComponent component = obj.AddComponent <SceneElementComponent>();

        component.instanceID = eData.config.instanceID;

        if (config != null)
        {
            GameObject asset  = AssetDatabase.LoadAssetAtPath <GameObject>(ShineToolGlobal.assetSourceStr + "/" + config.source);
            GameObject newOne = GameObject.Instantiate(asset);
            newOne.transform.SetParent(obj.transform);
        }

        //TODO:根据type设置layer
        obj.transform.SetParent(_unitLayer.transform);

        return(obj);
    }