/// <summary> /// 初始化NPC头顶血条 /// </summary> private void InitHeadBar() { if (RoleHeadBarRoot.Instance == null) { return; } if (m_CurrNPCEntity == null) { return; } if (m_HeadBarPos == null) { return; } //开始克隆预设 m_HeadBar = ResourcesMgr.Instance.Load(ResourcesMgr.ResourceType.UIOther, "NPCHeadBar"); m_HeadBar.transform.parent = RoleHeadBarRoot.Instance.gameObject.transform; m_HeadBar.transform.localScale = Vector3.one; m_npcHeadBarView = m_HeadBar.GetComponent <NPCHeadBarView>(); m_npcHeadBarView.Init(m_HeadBarPos, m_CurrNPCEntity.Name); }
/// <summary> /// 初始化头顶UI条 /// </summary> private void InitHeadBar() { if (RoleHeadBarRoot.Instance == null) { return; } //克隆预设 m_HeadBar = ResourcesManager.Instance.Load(ResourcesManager.ResourceType.UIOther, "NPCHeadBar"); m_HeadBar.transform.SetParent(RoleHeadBarRoot.Instance.gameObject.transform); m_HeadBar.transform.localScale = Vector3.one; NPCHeadBarView npcHeadBarView = m_HeadBar.GetComponent <NPCHeadBarView>(); //给预设赋值 npcHeadBarView.Init(m_HeadBarTrans, m_CurrNPCDataEntity); }
/// <summary> /// 克隆头顶UI的prefab,然后给prefab赋值 /// </summary> public void InitRoleHeadUI() { if (NPCHeadUI != null) { Debug.Log("NPC head已生成!"); return; } if (UIRoleHeadItems.Instance != null && modelHeadPoint != null) { //克隆部分 NPCHeadUI = ResourcesManager.Instance.Load(ResourcesManager.ResourceType.UIOTHER, "NPCHeadUGUI"); NPCHeadUI.transform.parent = UIRoleHeadItems.Instance.gameObject.transform; NPCHeadUI.transform.localScale = Vector3.one; NPCHeadUI.transform.localPosition = Vector3.zero; headBar = NPCHeadUI.GetComponent <NPCHeadBarView>(); headBar.Init(modelHeadPoint, NPCName); } }