private ProfessionAvatar createAssassinAvatar(ChaOutInfo info)
        {
            GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar");
            GameObject rogueGO    = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject;

            Transform cur_model = rogueGO.transform.FindChild("model");

            //创建avatar
            ProfessionAvatar m_proAvatar = new ProfessionAvatar();
            string           str         = "h_";

            m_proAvatar.Init_PA(A3_PROFESSION.Assassin, "profession_assa_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model, "Fx_armourFX_assa_");

            m_proAvatar.set_body(info.bodyID, info.bodyInte);
            m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte);
            m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte);
            m_proAvatar.set_wing(info.wingID, info.wingInte);
            m_proAvatar.set_equip_color((uint)info.colorID);
            if (info.addeff)
            {
                m_proAvatar.set_equip_eff(info.bodyID, true);
            }
            m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount));
            m_curProAvatar = m_proAvatar;

            return(m_proAvatar);
        }
        private ProfessionAvatar createMagaAvatar(ChaOutInfo info)
        {
            GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar");
            GameObject magicGO    = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject;

            Transform cur_model = magicGO.transform.FindChild("model");

            //创建avatar
            ProfessionAvatar m_proAvatar = new ProfessionAvatar();
            string           str         = "h_";

            m_proAvatar.Init_PA(A3_PROFESSION.Mage, "profession_mage_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model.transform, "Fx_armourFX_mage_");
            m_proAvatar.set_body(info.bodyID, info.bodyInte);
            m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte);
            //m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte);
            m_proAvatar.set_wing(info.wingID, info.wingInte);
            m_proAvatar.set_equip_color((uint)info.colorID);

            if (info.addeff)
            {
                m_proAvatar.set_equip_eff(info.bodyID, true);
            }
            m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount));
            m_curProAvatar = m_proAvatar;

            //火焰
            Transform cur_r_finger1 = magicGO.transform.FindChild("model/R_Finger1");

            obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire");
            GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject;

            light_fire.transform.SetParent(cur_r_finger1, false);

            return(m_proAvatar);
        }
Esempio n. 3
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        private GameObject createMagaAvatar(ChaOutInfo info)
        {
            GameObject       original         = Resources.Load <GameObject>("profession/avatar_ui/mage_avatar");
            GameObject       gameObject       = UnityEngine.Object.Instantiate(original, this.standPoint.transform.position, Quaternion.identity) as GameObject;
            Transform        transform        = gameObject.transform.FindChild("model");
            ProfessionAvatar professionAvatar = new ProfessionAvatar();

            professionAvatar.Init("profession/mage/", "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, transform.transform, "Fx/armourFX/mage/");
            professionAvatar.set_body(info.bodyID, info.bodyInte);
            professionAvatar.set_weaponl(info.weaponLID, info.weaponLInte);
            professionAvatar.set_weaponr(info.weaponRID, info.weaponRInte);
            professionAvatar.set_wing(info.wingID, info.wingInte);
            professionAvatar.set_equip_color((uint)info.colorID);
            bool addeff = info.addeff;

            if (addeff)
            {
                professionAvatar.set_equip_eff(info.bodyID, true);
            }
            this.m_curProAvatar = professionAvatar;
            Transform parent = gameObject.transform.FindChild("model/R_Finger1");

            original = Resources.Load <GameObject>("profession/avatar_ui/mage_r_finger_fire");
            GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(original);

            gameObject2.transform.SetParent(parent, false);
            return(gameObject);
        }
        private ProfessionAvatar createAvatar(int chaIdx)
        {
            if (chaIdx < 0)
            {
                return(null);
            }

            Variant chas = muNetCleint.instance.charsInfoInst.getChas();

            debug.Log("III" + chas.dump());
            Variant curcha = chas[chaIdx];


            ChaOutInfo info = new ChaOutInfo();

            GetChaEqpInfo(curcha, 3, out info.bodyID, out info.bodyInte);
            GetChaWingInfo(curcha, out info.wingID, out info.wingInte);
            GetColorInfo(curcha, out info.colorID);
            GetEqpEff(curcha, out info.addeff, out info.activecount);
            int carr            = curcha["carr"];
            ProfessionAvatar go = null;

            switch (carr)
            {
            case 2:
                GetChaEqpInfo(curcha, 6, out info.weaponRID, out info.weaponRInte);
                go = createWarriorAvatar(info);
                break;

            case 3:
                GetChaEqpInfo(curcha, 6, out info.weaponLID, out info.weaponLInte);

                go = createMagaAvatar(info);
                break;

            case 4:
                //go = createArcherAvatar(info);
                break;

            case 5:
                GetChaEqpInfo(curcha, 6, out info.weaponRID, out info.weaponRInte);
                GetChaEqpInfo(curcha, 6, out info.weaponLID, out info.weaponLInte);

                go = createAssassinAvatar(info);
                break;
            }
            foreach (Transform tran in go.m_curModel.GetComponentsInChildren <Transform>())
            {
                tran.gameObject.layer = EnumLayer.LM_SELFROLE;// 更改物体的Layer层
            }
            return(go);
        }
Esempio n. 5
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        private GameObject createAvatar(int chaIdx)
        {
            bool       flag = chaIdx < 0;
            GameObject result;

            if (flag)
            {
                result = null;
            }
            else
            {
                Variant chas = muNetCleint.instance.charsInfoInst.getChas();
                debug.Log("III" + chas.dump());
                Variant    variant = chas[chaIdx];
                ChaOutInfo info    = default(ChaOutInfo);
                this.GetChaEqpInfo(variant, 3, out info.bodyID, out info.bodyInte);
                this.GetChaWingInfo(variant, out info.wingID, out info.wingInte);
                this.GetColorInfo(variant, out info.colorID);
                this.GetEqpEff(variant, out info.addeff);
                int        num        = variant["carr"];
                GameObject gameObject = null;
                switch (num)
                {
                case 2:
                    this.GetChaEqpInfo(variant, 6, out info.weaponRID, out info.weaponRInte);
                    gameObject = this.createWarriorAvatar(info);
                    break;

                case 3:
                    this.GetChaEqpInfo(variant, 6, out info.weaponLID, out info.weaponLInte);
                    gameObject = this.createMagaAvatar(info);
                    break;

                case 4:
                    gameObject = this.createArcherAvatar(info);
                    break;

                case 5:
                    this.GetChaEqpInfo(variant, 6, out info.weaponRID, out info.weaponRInte);
                    this.GetChaEqpInfo(variant, 6, out info.weaponLID, out info.weaponLInte);
                    gameObject = this.createAssassinAvatar(info);
                    break;
                }
                result = gameObject;
            }
            return(result);
        }
Esempio n. 6
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        private GameObject createAssassinAvatar(ChaOutInfo info)
        {
            GameObject       original         = Resources.Load <GameObject>("profession/avatar_ui/assa_avatar");
            GameObject       gameObject       = UnityEngine.Object.Instantiate(original, this.standPoint.transform.position, Quaternion.identity) as GameObject;
            Transform        cur_model        = gameObject.transform.FindChild("model");
            ProfessionAvatar professionAvatar = new ProfessionAvatar();

            professionAvatar.Init("profession/assa/", "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, cur_model, "Fx/armourFX/assa/");
            professionAvatar.set_body(info.bodyID, info.bodyInte);
            professionAvatar.set_weaponl(info.weaponLID, info.weaponLInte);
            professionAvatar.set_weaponr(info.weaponRID, info.weaponRInte);
            professionAvatar.set_wing(info.wingID, info.wingInte);
            professionAvatar.set_equip_color((uint)info.colorID);
            bool addeff = info.addeff;

            if (addeff)
            {
                professionAvatar.set_equip_eff(info.bodyID, true);
            }
            this.m_curProAvatar = professionAvatar;
            return(gameObject);
        }
 private GameObject createArcherAvatar(ChaOutInfo info)
 {//TODO
     return(null);
 }