コード例 #1
0
ファイル: SceneItemBase.cs プロジェクト: isoundy000/RiseFree
 public virtual void init(ItemParamBase param)
 {
     base.init();
     if (param.mType != mType)
     {
         UnityUtility.logError("item param error!");
     }
 }
コード例 #2
0
    // 延迟创建一个道具
    public void createItemDelay(SCENE_ITEM type, float time, ItemParamBase param)
    {
        CommandSceneItemManagerCreateItem cmd = newCmd(out cmd, true, true);

        cmd.mParam    = param;
        cmd.mItemType = type;
        pushDelayCommand(cmd, this, time);
        cmd.addStartCommandCallback(onCreateItemCmd, null);
        mDelayCreateList.Add(cmd.mAssignID);
    }
コード例 #3
0
    public override void init(ItemParamBase param)
    {
        base.init(param);
        LandmineParam landmineParam = param as LandmineParam;

        // 创建地雷模型并添加地雷脚本
        createObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.LANDMINE, landmineParam.mPosition);
        UnityUtility.getGameObject(mObject, mExplodeParticleName, true).SetActive(false);
        UnityUtility.getGameObject(mObject, mLandmineModelName, true).SetActive(true);
        mLandMineComponent = mObject.GetComponent <LandmineObject>();
        if (mLandMineComponent == null)
        {
            mLandMineComponent = mObject.AddComponent <LandmineObject>();
        }
        mLandMineComponent.setItem(this);
    }
コード例 #4
0
    public override void init(ItemParamBase param)
    {
        base.init(param);
        MissileParam missileParam = param as MissileParam;

        // 创建导弹模型并添加导弹脚本
        createObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.MISSILE, missileParam.mPosition);
        UnityUtility.getGameObject(mObject, mExplodeParticleName, true).SetActive(false);
        UnityUtility.getGameObject(mObject, mExplodeParticleName1, true).SetActive(false);
        UnityUtility.getGameObject(mObject, mMissileModelName, true).SetActive(true);
        mMissileComponent = mObject.GetComponent <MissileObject>();
        if (mMissileComponent == null)
        {
            mMissileComponent = mObject.AddComponent <MissileObject>();
        }
        mMissileComponent.setItem(this);
        ObjectTools.TRACK_TARGET(this, GameDefine.MISSILE_SPEED, missileParam.mTarget, Vector3.up);
        mTarget = missileParam.mTarget;
    }
コード例 #5
0
    // 创建一个道具
    public SceneItemBase createItem(SCENE_ITEM type, ItemParamBase param)
    {
        if (!mItemRegisteList.ContainsKey(type))
        {
            return(null);
        }
        SceneItemBase item = UnityUtility.createInstance <SceneItemBase>(mItemRegisteList[type], type);

        item.init(param);
        if (mItemList.ContainsKey(type))
        {
            mItemList[type].Add(item);
        }
        else
        {
            List <SceneItemBase> itemList = new List <SceneItemBase>();
            itemList.Add(item);
            mItemList.Add(type, itemList);
        }
        return(item);
    }
コード例 #6
0
ファイル: SceneItemBox.cs プロジェクト: isoundy000/RiseFree
    public override void init(ItemParamBase param)
    {
        base.init(param);
        ItemBoxParam boxParam = param as ItemBoxParam;

        // 创建道具箱子模型并添加脚本
        createObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.ITEM_BOX, boxParam.mPosition);
        UnityUtility.getGameObject(mObject, mExplodeParticleName, true).SetActive(false);
        UnityUtility.getGameObject(mObject, mBoxModelNodeName, true).SetActive(true);
        mBoxObjectComponent = mObject.GetComponent <ItemBoxObject>();
        if (mBoxObjectComponent == null)
        {
            mBoxObjectComponent = mObject.AddComponent <ItemBoxObject>();
        }
        mBoxObjectComponent.setItem(this);
        // 播放箱子动画(并且设置播放的速度为0.5f)
        GameObject diXiangzi = UnityUtility.getGameObject(mObject, mBoxModelNodeName, true);
        Animation  animation = diXiangzi.GetComponent <Animation>();
        string     animName  = "idle";

        animation.Play(animName);
        animation[animName].speed = 0.5f;
    }
コード例 #7
0
 public T createItem <T>(SCENE_ITEM type, ItemParamBase param) where T : SceneItemBase
 {
     return(createItem(type, param) as T);
 }
コード例 #8
0
 public override void init()
 {
     base.init();
     mParam    = null;
     mItemType = SCENE_ITEM.SI_MAX;
 }