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; }
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); }