public void CreateEquipmentCallBack(PreviewEquipment _eq) { //防止有之前延迟的模型加载,再次清理 ClearModel(); curPreviewEqObj = _eq; GameObject parent = GetModelTransform(_eq.PreviewPosition, _eq.PreviewRotation); if (null != parent) { _eq.transform.parent = parent.transform; _eq.transform.localPosition = new Vector3(0, -_eq.Height / 2f, 0); _eq.transform.localEulerAngles = new Vector3(0, 180f, 0); } _eq.FaceToNoLerp(180f); UIDragObjectRotate3D _UIDragObjectRotate3D = curShowLabel.gameObject.GetComponent <UIDragObjectRotate3D>(); if (_UIDragObjectRotate3D == null) { _UIDragObjectRotate3D = curShowLabel.gameObject.AddComponent <UIDragObjectRotate3D>(); } _UIDragObjectRotate3D.target = _eq; BoxCollider bc = curShowLabel.gameObject.GetComponent <BoxCollider>(); if (bc == null) { curShowLabel.gameObject.AddComponent <BoxCollider>(); } BindRenderAndUI(curShowLabel); }
public void CreateMountCallBack(PreviewMount _mob) { //防止有之前延迟的模型加载,再次清理 ClearModel(); curPreviewMount = _mob; GameObject parent = GetModelTransform(_mob.PreviewPosition, _mob.PreviewRotation); if (null != parent) { _mob.transform.parent = parent.transform; _mob.transform.localPosition = new Vector3(0, -_mob.Height / 2f, 0); _mob.transform.localEulerAngles = new Vector3(0, 180f, 0); } _mob.FaceToNoLerp(180f); UIDragObjectRotate3D _UIDragObjectRotate3D = curShowLabel.gameObject.GetComponent <UIDragObjectRotate3D>(); if (_UIDragObjectRotate3D == null) { _UIDragObjectRotate3D = curShowLabel.gameObject.AddComponent <UIDragObjectRotate3D>(); } _UIDragObjectRotate3D.target = _mob; BindRenderAndUI(curShowLabel); }
public void CreatePlayerCallBack(PreviewPlayer _player) { //防止有之前延迟的模型加载,再次清理 ClearModel(); previewCharacter = _player; GameObject parent = playerPosConfig ? GetModelTransform(_player.PreviewPos, _player.PreviewRotation) : GetModelTransform(Vector3.zero, Vector3.zero); if (null != parent) { previewCharacter.transform.parent = parent.transform; previewCharacter.transform.localPosition = new Vector3(0, -(previewCharacter.Height / 2f - 0.25f), 0); } previewCharacter.FaceToNoLerp(180); UIDragObjectRotate3D _UIDragObjectRotate3D = curShowLabel.gameObject.GetComponent <UIDragObjectRotate3D>(); if (_UIDragObjectRotate3D == null) { _UIDragObjectRotate3D = curShowLabel.gameObject.AddComponent <UIDragObjectRotate3D>(); } _UIDragObjectRotate3D.target = _player; _UIDragObjectRotate3D.ResetPosition(); BindRenderAndUI(curShowLabel); }
public void CreateEntourageCallBack(PreviewEntourage _ent) { // previewCamera.fieldOfView = 60.0f; //防止有之前延迟的模型加载,再次清理 ClearModel(); previewEntourage = _ent; GameObject parent = GetModelTransform(_ent.PreviewPosition, _ent.PreviewRotation); if (null != parent) { _ent.transform.parent = parent.transform; _ent.transform.localPosition = new Vector3(0, -_ent.Height / 2f, 0); _ent.transform.localEulerAngles = new Vector3(0, 180f, 0); } _ent.FaceToNoLerp(180f); UIDragObjectRotate3D _UIDragObjectRotate3D = curShowLabel.gameObject.GetComponent <UIDragObjectRotate3D>(); if (_UIDragObjectRotate3D == null) { _UIDragObjectRotate3D = curShowLabel.gameObject.AddComponent <UIDragObjectRotate3D>(); } _UIDragObjectRotate3D.target = _ent; BindRenderAndUI(curShowLabel); }