public Character createCharacter(string name, CHARACTER_TYPE type, int clientID, int guid) { if (mCharacterList.ContainsKey(name)) { Debug.LogError("error : there is a character named : " + name + "! can not create again!"); return(null); } if (type == CHARACTER_TYPE.CT_MYSELF) { if (mMyself != null) { Debug.LogError("error : Myself has exist ! can not create again ,name " + name); return(null); } } CharacterFactory factory = mCharacterFactoryManager.getFactory(type); Character newCharacter = factory.createCharacter(name); // 如果是玩家自己,则记录下来 if (type == CHARACTER_TYPE.CT_MYSELF) { mMyself = newCharacter as CharacterMyself; } // 将创建的角色挂接到角色管理器下 newCharacter.setParent(mManagerObject); newCharacter.init(clientID, guid); addCharacterToList(newCharacter); return(newCharacter); }
public Character createCharacter(string name, CHARACTER_TYPE type, int id) { if (mCharacterList.ContainsKey(name)) { UnityUtility.logError("error : there is a character named : " + name + "! can not create again!"); return(null); } if (type == CHARACTER_TYPE.CT_MYSELF) { if (mMyself != null) { Debug.LogError("error : Myself has exist ! can not create again ,name " + name); return(null); } } CharacterFactory factory = mCharacterFactoryManager.getFactory(type); Character newCharacter = factory.createCharacter(name); // 如果是玩家自己,则记录下来 if (type == CHARACTER_TYPE.CT_MYSELF) { mMyself = newCharacter as CharacterMyself; } if (newCharacter != null) { // 将角色挂接到管理器下 newCharacter.getObject().transform.parent = mManagerObject.transform; newCharacter.init(id); addCharacterToList(newCharacter); } return(newCharacter); }