コード例 #1
0
    private hero test_hero;//测试
    void Start()
    {
        event_manager.Instance.add_event_listener(event_manager.EVT_LOGIC_FRAME_UPDATE, this.evt_logic_frame_update);
        GameObject hero = GameObject.Instantiate(this.hero_characters[ugames.Instance.usex]);

        hero.transform.SetParent(this.transform, false);
        hero.transform.position = this.entry_A.transform.position;
        hero ctrl = hero.AddComponent <hero>();

        ctrl.is_ghost = false;                    // 自己来控制;
        ctrl.logic_init(hero.transform.position); //逻辑数据部分的初始化
        this.test_hero = ctrl;
    }
コード例 #2
0
    private hero place_hero_at(PlayerMatchInfo match_info, int index)
    {
        int        side     = match_info.side;
        user_info  uinfo    = ugame.Instance.get_user_info(match_info.seatid);
        GameObject h_object = GameObject.Instantiate(this.hero_characters[uinfo.usex]);

        h_object.name = uinfo.unick;
        h_object.transform.SetParent(this.transform, false);

        Vector3 center_pos;

        if (side == 0)
        {
            center_pos = this.map_entry_A.transform.position;
        }
        else
        {
            center_pos = this.map_entry_B.transform.position;
        }

        if (index == 0)
        {
            center_pos.z -= 3.0f;
        }
        else
        {
            center_pos.z += 3.0f;
        }

        h_object.transform.position = center_pos;

        hero ctrl = h_object.AddComponent <hero>();

        ctrl.is_ghost = (match_info.seatid != ugame.Instance.self_seatid);
        ctrl.logic_init(h_object.transform.position);
        ctrl.seatid = match_info.seatid;
        ctrl.side   = side;

        //创建要给ui血条
        UI_show_blood ui_blood = this.ui_blood_mgr.place_ui_blood_on_hero(side);

        ctrl.ui_blood = ui_blood;
        //end

        return(ctrl);
    }