Esempio n. 1
0
    private void addMonster(Vector3 pPos, bool isMonster)
    {
        if (isMonster == false)
        {
            pPos.x += 0.2f;
            pPos.z += 0.2f;
        }
        int    roleID = LevMonsterTab.getRandomMonsterID();
        string strPre = RoleInfoTable.GetPrefab(roleID);
        Object tmpPre = Resources.Load("Prefab/Model/" + strPre);

        if (tmpPre == null)
        {
            Debug.LogError("role prefab not find roleID:" + roleID.ToString());
        }


        GameObject tmpMonster = GameObject.Instantiate(tmpPre, pPos, Quaternion.identity, monsterManagerTrans) as GameObject;

        tmpMonster.name = "monster_" + monsterID.ToString();
        monsterID++;

        GameObjCommon.skinUpdate(roleID, tmpMonster.transform);
        setMonsterTagLayer(tmpMonster);
        addRigidbody(tmpMonster);
        //addMonsterColliderCode(tmpMonster);
        //addAniControl(tmpMonster);
        tmpMonster.AddComponent <monsterCollider>();
        tmpMonster.AddComponent <modelAnimatorControl>();

        roleProperty tmpPro = addRolePro(tmpMonster, roleID);

        if (isMonster)
        {
            tmpPro.InitData(camerTransform, canvasTransform, 0);
            CapsuleCollider tmpColl = tmpMonster.GetComponent <CapsuleCollider>();
            //tmpColl.isTrigger = true;
            tmpMonster.AddComponent <monsterNormalAI>();
        }

        /*
         * else
         * {
         *  tmpPro.InitData(camerTransform, canvasTransform, 1);
         *  followRole tmpFollow = tmpMonster.AddComponent<followRole>();
         *  //tmpFollow.mainObj = friendRole;
         *  friendRole = tmpMonster;
         * }
         */
        //go.GetComponent<MeshRenderer>().material = material;
        //go.name = roomName + nameIndex.ToString() + "_" + placeIndex.ToString();
    }
Esempio n. 2
0
    private void addRoleData(GameObject obj, int roleID)
    {
        GameObjCommon.skinUpdate(roleID, obj.transform);
        setRoleTagLayer(obj);
        addRigidbody(obj);
        // addMonsterColliderCode(obj);
        // addAniControl(obj);

        obj.AddComponent <roleCollider>();
        obj.AddComponent <modelAnimatorControl>();

        addRoleProperty(obj, roleID);
        obj.AddComponent <roleAI>();
    }