protected AnimationState GetAnimationStateByName(string animationName) { if (null == _AnimationUnitComp) { return(null); } if (null != _AnimationComp[animationName]) { return(_AnimationComp[animationName]); } if (null == _AnimationInfo) { return(null); } string path = GetFullAssetPath(animationName); if (string.IsNullOrEmpty(path)) { //HobaDebuger.Log("cant find animationPath and transform name is "+ this.transform.name +" animationName is "+ animationName); return(null); } AnimationClip clip = CAssetBundleManager.SyncLoadAssetFromBundle <AnimationClip>(path, "animations", true); if (null == clip) { HobaDebuger.Log("cant Sync Load clip Resource and transform name is " + this.transform.name + " animationName is " + animationName); return(null); } _AnimationComp.AddClip(clip, animationName); return(_AnimationComp[animationName]); }
protected AnimationState GetAnimationStateByName(string animationName, bool aysn = true) { if (null == _AnimationComponent) { return(null); } var anim = _AnimationComponent[animationName]; if (null != anim) { return(anim); } if (!aysn || null == _AnimationInfo) { return(null); } var path = GetFullAssetPath(animationName); if (string.IsNullOrEmpty(path)) { return(null); } var clip = CAssetBundleManager.SyncLoadAssetFromBundle <AnimationClip>(path, "animations", true); if (null == clip) { return(null); } _AnimationComponent.AddClip(clip, animationName); return(_AnimationComponent[animationName]); }
private void CreateDefault() { var parentTrans = GetTransformParent(); if (parentTrans == null) { return; } var prefab = CAssetBundleManager.SyncLoadAssetFromBundle <GameObject>(path); if (prefab == null) { return; } var go = CUnityUtil.Instantiate(prefab) as GameObject; if (go != null) { go.name = EntityId; var goT = go.transform; if (clientPath != string.Empty) { GameObject goParent = GameObject.Find(clientPath); if (goParent) { goT.parent = goParent.transform; } goT.localPosition = position; goT.localRotation = Quaternion.Euler(rotation); } else { goT.parent = parentTrans; goT.position = position; goT.rotation = Quaternion.Euler(rotation); } Util.SetLayerRecursively(go, LAYER_CG); SetTransform(goT); if (type == EntityType.Sfx) { go.SetActive(false); } } }
public void InitGroundEffect() { //ground effect _GroundShadow = _GroundT.Find("Shadow"); _GroundWater = _GroundT.Find("Water"); if (GroundType == GROUND_TYPE.Shadow && _GroundShadow == null) { if (pbShadow == null) { //GameObject obj =CAssetBundleManager.SyncLoadAssetFromBundle<GameObject>(ShadowPath, ShadowBundlePath); //(ShadowPath, OnShadowLoaded, ShadowBundlePath); OnPBLoaded(pbShadow, ref _GroundShadow, GROUND_TYPE.Shadow); } else { OnPBLoaded(pbShadow, ref _GroundShadow, GROUND_TYPE.Shadow); } } else if (GroundType == GROUND_TYPE.Water && _GroundWater == null) { if (pbWater == null) { //CAssetBundleManager.SyncLoadAssetFromBundle(WaterPath, OnWaterLoaded, WaterBundlePath); pbWater = CAssetBundleManager.SyncLoadAssetFromBundle <GameObject>(WaterPath, WaterBundlePath); OnPBLoaded(pbWater, ref _GroundWater, GROUND_TYPE.Water); } else { OnPBLoaded(pbWater, ref _GroundWater, GROUND_TYPE.Water); } } if (_GroundWater != null) { _GroundWater.gameObject.SetActive(GroundType == GROUND_TYPE.Water); } if (_GroundShadow != null) { _GroundShadow.gameObject.SetActive(GroundType == GROUND_TYPE.Shadow); } }