Esempio n. 1
0
    public void ShowUI(string uiName, params object[] allParams)
    {
        Jyx2_UIBase uibase;

        if (m_uiDic.ContainsKey(uiName))
        {
            uibase = m_uiDic[uiName];
            if (uibase.IsOnly)//如果这个层唯一存在 那么先关闭其他
            {
                PopAllUI(uibase.Layer);
            }
            PushUI(uibase);
            uibase.Show(allParams);
        }
        else
        {
            if (_loadingUIParams.ContainsKey(uiName)) //如果正在加载这个UI 那么覆盖参数
            {
                _loadingUIParams[uiName] = allParams;
                return;
            }

            _loadingUIParams[uiName] = allParams;
            string uiPath = string.Format(GameConst.UI_PREFAB_PATH, uiName);
            Jyx2ResourceHelper.SpawnPrefab(uiPath, OnUILoaded);
        }
    }
Esempio n. 2
0
    /// <summary>
    /// 挂载武器
    /// </summary>
    /// <param name="weaponStr"></param>
    void DOMountWeapon(string weaponStr)
    {
        if (!IsInBattle)
        {
            return;
        }

        UnMountCurrentWeapon();

        if (string.IsNullOrEmpty(weaponStr))
        {
            return;
        }

        var paras = weaponStr.Split('|');

        int     index   = 0;
        string  prefab  = paras[index++];
        string  bindObj = paras[index++];
        float   scale   = float.Parse(paras[index++]);
        Vector3 pos     = UnityTools.StringToVector3(paras[index++], ',');
        Vector3 rot     = UnityTools.StringToVector3(paras[index++], ',');

        Jyx2ResourceHelper.SpawnPrefab(prefab, weaponObj =>
        {
            m_CurrentWeapon = weaponObj;
            var parent      = UnityTools.DeepFindChild(transform, bindObj);
            if (parent != null)
            {
                weaponObj.transform.SetParent(parent.transform);
                weaponObj.transform.localScale    = new Vector3(scale, scale, scale);
                weaponObj.transform.localPosition = pos;
                weaponObj.transform.localRotation = Quaternion.Euler(rot);
            }
            else
            {
                Debug.LogError("武器挂载到了不存在的节点:" + bindObj);
            }
        });
    }
Esempio n. 3
0
    public void OnChange(Action callback = null)
    {
        if (Application.isPlaying)
        {
            //销毁所有的孩子
            HSUnityTools.DestroyChildren(transform);
        }
        else
        {
            int childCount = transform.childCount;
            for (int i = childCount - 1; i >= 0; --i)
            {
                var go = transform.GetChild(i).gameObject;
                go.SetActive(false);
                DestroyImmediate(go);
            }
            transform.DetachChildren();

            //适应老的代码。。清理残留的合并Mesh
            var oldMesh = GetComponent <SkinnedMeshRenderer>();
            if (oldMesh != null)
            {
                DestroyImmediate(oldMesh);
            }
        }

        string path = "";

        if (m_ModelId.StartsWith("@"))
        {
            path = m_ModelId.TrimStart('@');
        }
        else
        {
            var roleModelSet = RoleModelSetObj.GetByName(m_ModelId);
            if (roleModelSet == null)
            {
                Debug.LogError("找不到模型:" + m_ModelId);
                return;
            }
            var modelPath = roleModelSet.FilePath;
            path = modelPath.TrimStart('@') + ".prefab";
        }

        Jyx2ResourceHelper.SpawnPrefab(path, (res) =>
        {
            if (res == null)
            {
                Debug.LogError("找不到模型资源:" + path);
                return;
            }
            if (res != null)
            {
                res.transform.SetParent(gameObject.transform, false);
                res.transform.localPosition = Vector3.zero;
            }

            var animator = GetComponent <Animator>();
            if (animator != null)
            {
                animator.enabled = false;
            }

            if (callback != null)
            {
                callback();
            }
        });
    }