Exemple #1
0
        protected ModelRes m_effectPrefab;          // 特效 Prefab

        public SpriteRenderSpriteAni(SceneEntityBase entity_)
        {
            m_entity = entity_;

            // 创建自己的场景 GameObject
            //selfGo = UtilApi.createSpriteGameObject();
        }
        protected ModelRes m_effectPrefab;          // 特效 Prefab

        public SpriteRenderSpriteAni(SceneEntityBase entity_)
        {
            m_entity = entity_;

            // 创建自己的场景 GameObject
            //selfGo = UtilApi.createSpriteGameObject();
        }
Exemple #3
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        public HeroRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_subTex    = new CardSubPart[1];
            m_subTex[0] = new CardSubPart();

            m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardUI.prefab");
            m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardBox.prefab");
        }
Exemple #4
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        protected EventDispatch m_dragOutEntityDisp;  // 按下拖动移动出去事件分发

        public CardRenderBase(SceneEntityBase entity_) :
            base(entity_)
        {
            m_clickEntityDisp    = new AddOnceEventDispatch();
            m_downEntityDisp     = new AddOnceEventDispatch();
            m_upEntityDisp       = new AddOnceEventDispatch();
            m_dragOverEntityDisp = new AddOnceEventDispatch();
            m_dragOutEntityDisp  = new AddOnceEventDispatch();
        }
        protected EventDispatch m_dragOutEntityDisp;  // 按下拖动移动出去事件分发

        public CardRenderBase(SceneEntityBase entity_) :
            base(entity_)
        {
            m_clickEntityDisp = new AddOnceEventDispatch();
            m_downEntityDisp = new AddOnceEventDispatch();
            m_upEntityDisp = new AddOnceEventDispatch();
            m_dragOverEntityDisp = new AddOnceEventDispatch();
            m_dragOutEntityDisp = new AddOnceEventDispatch();
        }
Exemple #6
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        public HeroRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_subTex = new CardSubPart[1];
            m_subTex[0] = new CardSubPart();

            m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardUI.prefab");
            m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardBox.prefab");
        }
        protected int m_subModeCount;               // 子模型数量

        public CanOutCardRender(SceneEntityBase entity_, int subModelCount_) :
            base(entity_)
        {
            m_subModeCount = subModelCount_;
            // 这个是获取图鉴的数据,其它的场景卡牌在单独的地方设置
            m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardUI.prefab");
            m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardBox.prefab");

            m_subTex = new CardSubPart[m_subModeCount];
            for (int idx = 0; idx < m_subModeCount; ++idx)
            {
                m_subTex[idx] = new CardSubPart();
            }
        }
Exemple #8
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        protected int m_subModeCount;               // 子模型数量

        public CanOutCardRender(SceneEntityBase entity_, int subModelCount_) :
            base(entity_)
        {
            m_subModeCount = subModelCount_;
            // 这个是获取图鉴的数据,其它的场景卡牌在单独的地方设置
            m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardUI.prefab");
            m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardBox.prefab");

            m_subTex = new CardSubPart[m_subModeCount];
            for (int idx = 0; idx < m_subModeCount; ++idx)
            {
                m_subTex[idx] = new CardSubPart();
            }
        }
        protected ModelRes m_boxModel;              // 这个是碰撞盒子模型

        public ExceptBlackCardRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_model = new AuxDynModel();
        }
 public EquipSkillRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
     m_subTex = new CardSubPart[1];
     m_subTex[0] = new CardSubPart();
 }
Exemple #11
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 public ChangCardRender(SceneEntityBase entity_) :
     base(entity_, 1)
 {
     m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardUI.prefab");
     m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardBox.prefab");
 }
 public EntityRenderBase(SceneEntityBase entity_)
 {
     m_entity = entity_;
 }
Exemple #13
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 public TuJianCardRender(SceneEntityBase entity_) :
     base(entity_, (int)CardSubPartType.eTotal)
 {
 }
        public TuJianCardRender(SceneEntityBase entity_) :
            base(entity_, (int)CardSubPartType.eTotal)
        {

        }
        protected GameObject m_model;          // 模型资源

        public WhiteCardRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_model = UtilApi.createGameObject("WhiteCard");
        }
 public ChangCardRender(SceneEntityBase entity_) :
     base(entity_, 1)
 {
     m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardUI.prefab");
     m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardBox.prefab");
 }
Exemple #17
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 public EffectRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
 }
Exemple #18
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 public EquipSkillRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
     m_subTex    = new CardSubPart[1];
     m_subTex[0] = new CardSubPart();
 }
Exemple #19
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 public SpriteEffectRender(SceneEntityBase entity_) :
     base(entity_)
 {
     m_spriteRender = new SpriteRenderSpriteAni(m_entity);
 }
Exemple #20
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        protected GameObject m_model;          // 模型资源

        public WhiteCardRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_model = UtilApi.createGameObject("WhiteCard");
        }
Exemple #21
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 public EntityRenderBase(SceneEntityBase entity_)
 {
     m_entity = entity_;
 }
 public EffectRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
     
 }
        public SelfHandCardRender(SceneEntityBase entity_) :
            base(entity_, (int)CardSubPartType.eTotal)
        {

        }
        public TuJianCardItemCom(SceneEntityBase entity_) :
            base(entity_)
        {

        }
 public SpriteEffectRender(SceneEntityBase entity_) :
     base(entity_)
 {
     m_spriteRender = new SpriteRenderSpriteAni(m_entity);
 }
Exemple #26
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        protected AuxDynModel m_model;          // 模型资源

        public BlackCardRender(SceneEntityBase entity_) :
            base(entity_)
        {
            m_model = new AuxDynModel();
        }
Exemple #27
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 public SelfHandCardRender(SceneEntityBase entity_) :
     base(entity_, (int)CardSubPartType.eTotal)
 {
 }