//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); } }
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); }