예제 #1
0
 public ModelAttackRole(GameObject node, ModelAttackRoleData data) : base(node)
 {
     InitAttackSkillAnimation();
     m_healthPoint = new ModelHPData(data.MaxHP);
     m_attackDis   = data.attackDis;
     m_attackAngle = data.attackAngle;
 }
예제 #2
0
    private void OpenMainView(object arg)
    {
        Dictionary <string, GameObject> dicNodeName = arg as Dictionary <string, GameObject>;
        string              playerPrefabName        = "Blade_Warrior_Prefab";
        GameObject          playerObj = dicNodeName[playerPrefabName];
        ModelAttackRoleData data      = new ModelAttackRoleData(GetModel <MPlayerData>().PlayerHP, 0.5f, 30);

        m_player           = new ModelPlayer(playerObj, data);
        m_monsterScaleFlag = GameSceneManager.DistanceToCamera(playerObj.transform.position);

        m_cameraTrans           = dicNodeName[GameConst.PlayerCamera].transform;
        m_cameraRotationY       = m_cameraTrans.rotation.eulerAngles.y;
        m_cameraHeight          = m_cameraTrans.position.y - GameConfig.CameraHeightFix;
        m_cameraToPlayerDis     = m_player.transform.position.z - m_cameraTrans.position.z;
        m_cameraToPlayerDisVec3 = m_player.transform.position - m_cameraTrans.position;

        GameView viewType = GameView.MainView;

        ViewManager.Open(GameViewInfo.GetViewName(Moudle, GameView.MainView),
                         (GameObject gameObject) => {
            m_playerView     = new PlayerView(Moudle, viewType, gameObject.GetComponent <UIPrefab>());
            Vector3 position = GameSceneManager.ToScreenPoint(playerObj.transform.position);
            position.y      += ModelRoleManager.GetModelRoleHpPosY(playerPrefabName);
            m_playerView.CreateHPProcess(playerPrefabName, position, 1, true);
        }
                         );

        EventManager.Register(GameEvent.Type.FrameUpdate, FrameUpdate);
    }
    public ModelPlayer(GameObject node, ModelAttackRoleData attackData) : base(node, attackData)
    {
        m_curFoward = m_transform.rotation.eulerAngles.y;
        SetHands("Glove", "Glove");
        UIPrefab  prefab     = gameObject.GetComponent <UIPrefab>();
        Transform weaponNode = prefab.GetNode <Transform>("headusOBJexport009");

        m_weapon = weaponNode.GetComponent <ModelWeapon>();
        SetWeapon(m_weapon);
        m_bulletObj = Resources.Load <GameObject>("ModelBullet");
        m_weapon.SetBullet(m_bulletObj, OnTriggerEnter);
    }
 public ModelWeaponRole(GameObject node, ModelAttackRoleData attackData, string leftHandName = "", string rightHandName = "") : base(node, attackData)
 {
     SetHands(leftHandName, rightHandName);
 }