public ModelAttackRole(GameObject node, ModelAttackRoleData data) : base(node) { InitAttackSkillAnimation(); m_healthPoint = new ModelHPData(data.MaxHP); m_attackDis = data.attackDis; m_attackAngle = data.attackAngle; }
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); }