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); }