예제 #1
0
    //这个调用clear无效!子弹是走对象池的!
    public override void clear()
    {
        this.bulletEntity = null;
        this.clientRunTime.removeClientView(this);
        AutoDestroy auto = this.GetComponent <AutoDestroy>();

        if (!this._isEnabled)
        {
            return;
        }
        if (this.gameObject.activeSelf)
        {
            if (null != auto)
            {
                auto.enabled = true;
                this.changeView(false);
            }
            else
            {
                this.gameObject.SetActive(false);
            }
        }
        else
        {
            //就为了触发那个OnDisable 有可能因为追时间或者子弹瞬间消失
            this.gameObject.SetActive(true);
            this.gameObject.SetActive(false);
        }
    }
예제 #2
0
    public override FightEntity createFightEntity(int type, int netId = -1)
    {
        FightEntity entity = null;

        switch (type)
        {
        case ConfigConstant.ENTITY_LOOP_BEAN:                //
            entity = new ClientBeanEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_PLAYER:
            entity = new ClientPlayerEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_BULLET:
            entity = new ClientBulletEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_PRICE_BEAN:
            entity = new ClientPriceBeanEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_CALL:
            entity = new ClientCallEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_BARRIER:
            entity = new ClientBarrierEntity(this, netId);
            break;

        case ConfigConstant.ENTITY_RADISH:
            entity = new ClientRadishEntity(this, netId);
            break;
        }
        return(entity);
    }