//初始化属性 获取物体 组件 protected void InitAttribute() { _hpSlider = GameTool.GetComFromObjectsChild <Slider>(_entityGameObject, "Slider"); _hpTextCom = GameTool.GetComFromObjectsChild <Text>(_entityGameObject, "Text"); _hpCanvas = GameTool.FindGameObjectByParent(_entityGameObject, "Canvas"); _canvasInitScale = _hpCanvas.transform.localScale; _maxHp = _currentHp = 1000; _moveSpeed = 10; _isActive = false; }
public LaserTurret() : base("laser_turret", 1) { _laserObject = GameObject.Instantiate(Singleton <ResourcesFactory> .Instance.GetGameObject("laser"), GameTool.noUsePosition, Quaternion.identity); _laserLineRenderer = _laserObject.GetComponent <LineRenderer>(); _laserLineRenderer.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero }); _rotateObject = GameTool.GetComFromObjectsChild <Transform>(_entityGameObject, "Rotate"); _attackTransforms = new Transform[4]; for (int i = 1; i <= 4; i++) { _attackTransforms[i - 1] = GameTool.GetComFromObjectsChild <Transform>( _entityGameObject, "AttackDirection" + i); } _attackTransform = GameTool.GetComFromObjectsChild <Transform>(_entityGameObject, "AttackDirection1"); }
//如果是特定类型的对象所具备的组件则在该类中获取 否则在子类中获取 public TankTurret() : base("tank_turret", 0) { _rotateObject = GameTool.GetComFromObjectsChild <Transform>(_entityGameObject, "Rotate"); _attackTransform = GameTool.GetComFromObjectsChild <Transform>(_entityGameObject, "AttackDirection"); }