public void Update(ref MiniDramaActorController.Actor kActor)
        {
            NrCharBase @char = NrTSingleton <NkCharManager> .Instance.GetChar(this._CharID);

            if (@char != null && @char.IsShaderRecovery())
            {
                GameObject rootGameObject = @char.Get3DChar().GetRootGameObject();
                if (this._goController != null)
                {
                    this._goController.transform.parent        = rootGameObject.transform;
                    this._goController.transform.localPosition = Vector3.zero;
                }
                if (MiniDramaActorController.EnableTypeList != null && MiniDramaActorController.EnableTypeList.Length > 0)
                {
                    Type[] enableTypeList = MiniDramaActorController.EnableTypeList;
                    for (int i = 0; i < enableTypeList.Length; i++)
                    {
                        Type          type          = enableTypeList[i];
                        MonoBehaviour monoBehaviour = rootGameObject.GetComponent(type) as MonoBehaviour;
                        if (monoBehaviour != null)
                        {
                            monoBehaviour.enabled = false;
                        }
                    }
                }
                TsLog.Log("[ActorController] {0}", new object[]
                {
                    this.m_Hide
                });
                @char.SetShowHide3DModel(!this.m_Hide, !this.m_Hide, !this.m_Hide);
                kActor.SetActor(@char, this._CharName, this.m_RealActor, !this.m_Hide);
                kActor.SetIdleAni(@char.GetCharAnimation().GetCurrentAniType());
                this._Ready = true;
            }
        }
 public void Update(ref MiniDramaActorController.Actor kActor)
 {
     if (!this.IsDestory())
     {
         this._Talk.Update();
         this._Talk.UpatePotition();
     }
 }
 public ActorTalk(MiniDramaActorController.Actor kActor, ref UI_MiniDramaTalk TalkUI, string strText, float ActionTime)
 {
     if (TalkUI == null)
     {
     }
     this._Talk = TalkUI;
     this._Talk.Init(kActor.m_ActorBase);
     this._Talk.SetTalk(strText, ActionTime);
 }
 public void Update(ref MiniDramaActorController.Actor kActor)
 {
     if (this.IsDestory())
     {
         kActor.RecevoryShader();
         if (this._EndValue <= 0f)
         {
             kActor.SetActorShow(false);
         }
     }
 }
        public ActorChatEmoticon(MiniDramaActorController.Actor kActor, string EmoticonText, float ActionTime)
        {
            UIEmoticonManager instance = NrTSingleton <UIEmoticonManager> .Instance;
            string            chattext = instance.UIEmoticonENGKey[EmoticonText];

            kActor.m_ActorBase.MakeChatText(chattext, true);
            this._ActionTime = ActionTime + Time.time;
            this._ActionTime = 5f + Time.time;
            string audioKey = string.Format("{0}_EMOTICON", EmoticonText.ToUpper());

            TsAudioManager.Container.RequestAudioClip("UI_SFX", "QUEST_SFX", audioKey, new PostProcPerItem(NrAudioClipDownloaded.OnEventAudioClipDownloadedImmedatePlay));
        }
 public ActorMove(MiniDramaActorController.Actor kActor, Vector3 Src, Vector3 Dest, float time)
 {
     this._Dest      = Dest;
     this._MoveDir   = Dest - Src;
     this._MoveDir.y = 0f;
     this._MoveDir.Normalize();
     if (this._MoveDir != Vector3.zero)
     {
         kActor.m_ActorBase.GetCharObject().transform.localRotation = Quaternion.LookRotation(this._MoveDir, Vector3.up);
     }
     this._Distance  = Vector3.Distance(Src, Dest);
     this._MoveTime  = time;
     this._StartTime = Time.time;
 }
 public virtual void Update(ref MiniDramaActorController.Actor kActor)
 {
     if (this.IsDestory())
     {
         GameObject charObject = kActor.m_ActorBase.GetCharObject();
         charObject.transform.localPosition = this._Dest;
         charObject.transform.LookAt(this._Dest);
         kActor.SetIdleAni(this._MoveAni);
     }
     else if (this._Distance != 0f)
     {
         CharacterController charController = kActor.m_ActorBase.Get3DChar().GetCharController();
         charController.Move(this._MoveDir * (this._Distance / this._MoveTime) * Time.deltaTime);
     }
 }
        public ActorRotate(MiniDramaActorController.Actor kActor, float Angle, float time)
        {
            GameObject charObject = kActor.m_ActorBase.GetCharObject();
            Hashtable  args       = iTween.Hash(new object[]
            {
                "x",
                charObject.transform.localEulerAngles.x,
                "y",
                Angle,
                "z",
                charObject.transform.localEulerAngles.z,
                "time",
                time
            });

            iTween.RotateTo(charObject, args);
        }
 public void Update(ref MiniDramaActorController.Actor kActor)
 {
 }
 public ActorRide(MiniDramaActorController.Actor kActor, string RideName)
 {
 }
 public ActorFade(MiniDramaActorController.Actor kActor, float StartValue, float EndValue, float ActionTime)
 {
     this._ActionTime = ActionTime + Time.time;
     kActor.m_ActorBase.Set3DCharStep(NrCharBase.e3DCharStep.CHARACTION);
     this._EndValue = EndValue;
 }
 public ActorRun(MiniDramaActorController.Actor kActor, Vector3 Src, Vector3 Dest, float time) : base(kActor, Src, Dest, time)
 {
     this._MoveAni = eCharAnimationType.Run1;
     kActor.SetAnimation(ref this._MoveAni);
 }