private void AdjustModel(int index, ISceneCharacter character) { Vector3 offset; Vector3 rotation; float scale; CharacterFactory.GetUIAvatarPreviewSetting(0, out rotation, out offset, out scale); SetModelRotation(index, rotation); SetModelOffset(index, offset); SetModelScale(index, scale); character.gameObject.SetLayersInChildren(Constants.Layers.UIModel); }
public void SetModelAt(int index, ISceneCharacter sceneCharacter) { int realIndex; if (indexMap.TryGetValue(index, out realIndex)) { modelList[realIndex] = sceneCharacter; } else { modelList.Add(sceneCharacter); indexMap[index] = modelList.Count - 1; } }
public void LoadModel(string name, string preAnimName) { var index = 0; if (index < _modelDatas.Count) { PrepareModelCamera(); var model = _modelDatas[index]; model.name = name; //TODO:待完善 ISceneCharacter character = null; if (string.IsNullOrEmpty(preAnimName)) { SetCharacter(index, character); } else { SetCharacter(index, character, preAnimName, AnimCurveNames.Idle); } } }
public void SetCharacter(int index, ISceneCharacter character, string curAnimName, string nextAnimName) { if (index >= 0 && index < _modelDatas.Count) { var modelData = _modelDatas[index]; modelData.Character = null; if (null != character) { PrepareModelCamera(); modelData.Character = character; character.transform.SetParent(_modelCamera.transform, false); AdjustModel(index, character); if (!string.IsNullOrEmpty(nextAnimName)) { character.PlayAnimation(curAnimName, (value) => { character.PlayAnimation(nextAnimName, null); }); } else { character.PlayAnimation(curAnimName); } } } }
public static bool isNotNull(this ISceneCharacter character) { return(null != character && character.IsValid); }
public void SetCharacter(int index, ISceneCharacter character) { SetCharacter(index, character, AnimCurveNames.Idle, null); }
public void SetCharacter(ISceneCharacter character) { SetCharacter(0, character); }
private void AdjustModel(int index, ISceneCharacter character) { }
public void LoadLevelAsync(ISceneCharacter character, string levelPath, LevelLoadPolicy policy, GameObject levelRoot, Action handler) { this.character = character; this.level = new SceneLevel(levelPath, null != levelRoot ? levelRoot : new GameObject("_Level"), this.validateData); this.level.LoadAsync(this.character.Position, this.character.Orientation, policy, handler); }
public void LoadLevel(ISceneCharacter character, string levelPath, GameObject levelRoot) { this.character = character; this.level = new SceneLevel(levelPath, null != levelRoot ? levelRoot : new GameObject("_Level"), this.validateData); this.level.Load(this.character.Position, this.character.Orientation); }