/// <summary> /// 为对话框做玩家预览 by吴江 /// </summary> /// <param name="_info">玩家数据</param> /// <param name="_showLabel">展示UI</param> /// <param name="_randIdle">是否做随机动作</param> /// <returns></returns> public bool TryPreviewSinglePlayerForDialog(PlayerBaseInfo _info, UITexture _showLabel, PlayerAnimFSM.EventType _type = ActorAnimFSM.EventType.Idle) { curShowLabel = _showLabel; playerPosConfig = true; CancelAllDownLoad(); if (_info != null) { PreviewPlayer pp = PreviewPlayer.CreateDummy(_info, null); pp.needRandID = _type; pp.StartAsyncCreate(CreatePlayerCallBack); return(true); } return(false); }
/// <summary> /// 预览玩家 by吴江 /// </summary> /// <param name="_info">玩家数据</param> /// <param name="_showLabel">展示ui</param> /// <param name="_tryShowEqList">试穿的装备列表</param> /// <param name="_randIdle">是否做随机动作</param> /// <returns></returns> public bool TryPreviewSinglePlayer(PlayerBaseInfo _info, UITexture _showLabel, Dictionary <EquipSlot, EquipmentInfo> _tryShowEqList = null, PlayerAnimFSM.EventType _type = ActorAnimFSM.EventType.Idle) { curShowLabel = _showLabel; playerPosConfig = true; CancelAllDownLoad(); if (_info != null) { PreviewPlayer pp = PreviewPlayer.CreateDummy(_info, _tryShowEqList); pp.mutualExclusion = false; pp.needRandID = _type; pp.StartAsyncCreate(CreatePlayerCallBack); return(true); } return(false); }