コード例 #1
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();
        PoseStatusDebug myTarget = (PoseStatusDebug)target;

        pos = GUILayout.TextField(pos);
        if (GUILayout.Button("PlayPos"))
        {
            if (!string.IsNullOrEmpty(pos))
            {
                myTarget.ChangeAction(int.Parse(pos));
            }
        }
    }
コード例 #2
0
    //计算重力作用下的运动方向以及位移

    //public CharacterController charController;
    //Rigidbody rig;
    public void Init(int modelIdx)
    {
        tag        = "meteorUnit";
        UnitId     = modelIdx;
        charLoader = GetComponent <CharacterLoaderDebug>();
        if (charLoader == null)
        {
            charLoader = gameObject.AddComponent <CharacterLoaderDebug>();
        }
        posMng = GetComponent <PoseStatusDebug>();
        if (posMng == null)
        {
            posMng = gameObject.AddComponent <PoseStatusDebug>();
        }

        charLoader.LoadCharactor(UnitId);
        posMng.Init();
        WeaponR      = Global.ldaControlX("d_wpnR", charLoader.rootBone.gameObject).transform;
        WeaponL      = Global.ldaControlX("d_wpnL", charLoader.rootBone.gameObject).transform;
        ROOTNull     = Global.ldaControlX("b", gameObject).transform;
        RootdBase    = charLoader.rootBone;
        CameraTarget = RootdBase;
        weaponLoader = gameObject.GetComponent <WeaponLoaderEx>();
        if (weaponLoader == null)
        {
            weaponLoader = gameObject.AddComponent <WeaponLoaderEx>();
        }
        weaponLoader.Init();
        posMng.ChangeAction();
        WsGlobal.SetObjectLayer(gameObject, gameObject.layer);
        //charController = gameObject.AddComponent<CharacterController>();
        //charController.center = new Vector3(0, 18.0f, 0);
        //charController.height = 36.0f;
        //charController.radius = 8.0f;
        //charController.stepOffset = 8.0f;
        //mPosition = transform.position;
        //for (int i = 0; i < 32; i++)
        //{
        //    if (LayerMask.LayerToName(i) == "LocalPlayer")
        //        continue;
        //    if (LayerMask.LayerToName(i) == "Monster")
        //        continue;
        //    if (LayerMask.LayerToName(i) == "Trigger")
        //        continue;
        //    if (!Physics.GetIgnoreLayerCollision(gameObject.layer, i))
        //        mCacheLayerMask |= (1 << i);
        //}
    }