Exemple #1
0
 /// <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);
 }
Exemple #2
0
 /// <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);
 }