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 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);
     }
 }