private ProfessionAvatar createMagaAvatar(ChaOutInfo info) { GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); GameObject magicGO = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject; Transform cur_model = magicGO.transform.FindChild("model"); //创建avatar ProfessionAvatar m_proAvatar = new ProfessionAvatar(); string str = "h_"; m_proAvatar.Init_PA(A3_PROFESSION.Mage, "profession_mage_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model.transform, "Fx_armourFX_mage_"); m_proAvatar.set_body(info.bodyID, info.bodyInte); m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte); //m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte); m_proAvatar.set_wing(info.wingID, info.wingInte); m_proAvatar.set_equip_color((uint)info.colorID); if (info.addeff) { m_proAvatar.set_equip_eff(info.bodyID, true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount)); m_curProAvatar = m_proAvatar; //火焰 Transform cur_r_finger1 = magicGO.transform.FindChild("model/R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); return(m_proAvatar); }
private ProfessionAvatar createAssassinAvatar(ChaOutInfo info) { GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); GameObject rogueGO = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject; Transform cur_model = rogueGO.transform.FindChild("model"); //创建avatar ProfessionAvatar m_proAvatar = new ProfessionAvatar(); string str = "h_"; m_proAvatar.Init_PA(A3_PROFESSION.Assassin, "profession_assa_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model, "Fx_armourFX_assa_"); m_proAvatar.set_body(info.bodyID, info.bodyInte); m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte); m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte); m_proAvatar.set_wing(info.wingID, info.wingInte); m_proAvatar.set_equip_color((uint)info.colorID); if (info.addeff) { m_proAvatar.set_equip_eff(info.bodyID, true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount)); m_curProAvatar = m_proAvatar; return(m_proAvatar); }
void changeWing(int curStage) { if (wingAvatar != null) { if (wingAvatar.transform.FindChild("model/Plus_B").transform.childCount > 0) { GameObject.Destroy(wingAvatar.transform.FindChild("model/Plus_B").transform.GetChild(0).gameObject); } } A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; } Transform cur_model = wingAvatar.transform.FindChild("model"); m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); m_proAvatar.set_wing(curStage, curStage); }
void createAvatar_body() { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar");//-213.44f, 0.1f, 0.8f m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar");//-213.48f, 0.19f, 0.5f m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 167, 0, 0)) as GameObject; } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar");//-213.46f, 0.12f, 1.2f m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } else { return; } foreach (Transform tran in m_SelfObj.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE;// 更改物体的Layer层 } Transform cur_model = m_SelfObj.transform.FindChild("model"); if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); seteqp_eff(); seteqp_eff_new(); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); }
public void SetSkin() { SXML itemsXMl = XMLMgr.instance.GetSXML("mlzd"); int lvln = SelfRole._inst.zhuan * 10 + SelfRole._inst.lvl; int waiguan = 2; int a_w_b_c = 1; var vv = itemsXMl.GetNodeList("stage"); foreach (var v in vv) { string ss = v.getString("lvl"); int a = int.Parse(ss.Split(',')[0]); int b = int.Parse(ss.Split(',')[1]); if (lvln <= a * 10 + b) { waiguan = v.getInt("waiguan"); break; } } GameObject m_Obj = this.m_curGameObj; string m_strAvatarPath = ""; m_strAvatarPath = "profession_warrior_"; foreach (Transform tran in m_Obj.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_SELFROLE; // 更改物体的Layer层 } Transform cur_model = m_Obj.transform.FindChild("model"); m_proAvatar.Init_PA(A3_PROFESSION.Warrior, m_strAvatarPath, "l_", m_curGameObj.layer, EnumMaterial.EMT_EQUIP_L, m_curModel); m_proAvatar.set_body(a_w_b_c * 100 + waiguan * 10 + 3, 0); m_proAvatar.set_weaponl(a_w_b_c * 100 + waiguan * 10 + 6, 0); m_proAvatar.set_weaponr(a_w_b_c * 100 + waiguan * 10 + 6, 0); m_proAvatar.set_wing(0, 0); //m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); //m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); m_curPhy = m_curModel.transform.FindChild("physics"); try { m_curPhy.gameObject.layer = EnumLayer.LM_BT_FIGHT; } catch (System.Exception ex) { } }
/*对手*/ void createAvatar_match() { if (sence_avater2 == null) { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; string m_strAvatarPath = ""; string equipEff_path = ""; if (carr == 2) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); sence_avater2 = GameObject.Instantiate(obj_prefab, new Vector3(-143.82f, 7.86f, 24.88f), Quaternion.identity) as GameObject; m_strAvatarPath = "profession_warrior_"; equipEff_path = "Fx_armourFX_warrior_"; //sence_avater2.transform.eulerAngles = new Vector3(3.13f, 34.793f, 5.908f); } else if (carr == 3) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); sence_avater2 = GameObject.Instantiate(obj_prefab, new Vector3(-143.82f, 7.86f, 24.88f), Quaternion.identity) as GameObject; m_strAvatarPath = "profession_mage_"; equipEff_path = "Fx_armourFX_mage_"; //sence_avater2.transform.eulerAngles = new Vector3(3.197f, 29.584f, 6.8f); } else if (carr == 5) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); sence_avater2 = GameObject.Instantiate(obj_prefab, new Vector3(-143.82f, 7.86f, 24.88f), Quaternion.identity) as GameObject; m_strAvatarPath = "profession_assa_"; equipEff_path = "Fx_armourFX_assa_"; //sence_avater2.transform.eulerAngles = new Vector3(1.497f, 32.282f, 5.623f); } else { return; } Transform cur_model = sence_avater2.transform.FindChild("model"); // cur_model.Rotate(Vector3.up, 200f); //cur_model.rotation = new Quaternion(-3.135f,-130f,-8.074f,1); //手上的小火球 if (carr == 3) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } int bodyid = 0; int bodyFxid = 0; uint colorid = 0; if (Equips.ContainsKey(3)) { bodyid = (int)Equips[3].tpid; bodyFxid = Equips[3].equipdata.stage; colorid = Equips[3].equipdata.color; } int m_Weapon_LID = 0; int m_Weapon_LFXID = 0; int m_Weapon_RID = 0; int m_Weapon_RFXID = 0; if (Equips.ContainsKey(6)) { switch (carr) { case 2: m_Weapon_RID = (int)Equips[6].tpid; m_Weapon_RFXID = Equips[6].equipdata.stage; break; case 3: m_Weapon_LID = (int)Equips[6].tpid; m_Weapon_LFXID = Equips[6].equipdata.stage; break; case 5: m_Weapon_LID = (int)Equips[6].tpid; m_Weapon_LFXID = Equips[6].equipdata.stage; m_Weapon_RID = (int)Equips[6].tpid; m_Weapon_RFXID = Equips[6].equipdata.stage; break; } } m_proAvatar2 = new ProfessionAvatar(); m_proAvatar2.Init_PA(eprofession, m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, equipEff_path); if (active_eqp.Count >= 10) { m_proAvatar2.set_equip_eff(bodyid, true); } m_proAvatar2.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(active_eqp.Count)); m_proAvatar2.set_body(bodyid, bodyFxid); m_proAvatar2.set_weaponl(m_Weapon_LID, m_Weapon_LFXID); m_proAvatar2.set_weaponr(m_Weapon_RID, m_Weapon_RFXID); m_proAvatar2.set_wing(show_wing, show_wing); m_proAvatar2.set_equip_color(colorid); foreach (Transform tran in sence_avater2.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_FX;// 更改物体的Layer层 } matchload = true; } }
/*自己*/ void createAvatar_self() { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar");//-213.44f, 0.1f, 0.8f sence_avater1 = GameObject.Instantiate(obj_prefab, new Vector3(-141.2f, 7.86f, 24.88f), new Quaternion(0, 0, 0, 0)) as GameObject; } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar");//-213.48f, 0.19f, 0.5f sence_avater1 = GameObject.Instantiate(obj_prefab, new Vector3(-140.88f, 7.86f, 24.88f), new Quaternion(0, 0, 0, 0)) as GameObject; } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar");//-213.46f, 0.12f, 1.2f sence_avater1 = GameObject.Instantiate(obj_prefab, new Vector3(-141.2f, 7.86f, 24.88f), new Quaternion(0, 0, 0, 0)) as GameObject; } else { return; } foreach (Transform tran in sence_avater1.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE;// 更改物体的Layer层 } Transform cur_model = sence_avater1.transform.FindChild("model"); if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar1 = new ProfessionAvatar(); string h_or_l; int type = SelfRole._inst.get_bodyid() != 0 ? a3_BagModel.getInstance().getEquipTypeBytpId(SelfRole._inst.get_bodyid()) : 0; if (type == 11 || type == 12) { h_or_l = "l_"; } else { h_or_l = "h_"; } m_proAvatar1.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, h_or_l, EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); if (m_proAvatar1 != null) { m_proAvatar1.clear_oldeff(); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar1.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } } if (m_proAvatar1 != null) { m_proAvatar1.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); } m_proAvatar1.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar1.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar1.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar1.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar1.set_equip_color(SelfRole._inst.get_equip_colorid()); myselfload = true; }
private void CreatWingAvatar() { DisposeAvatar(); if (wingAvatar == null) { //string path = ""; GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else { return; } Transform cur_model = wingAvatar.transform.FindChild("model"); foreach (Transform tran in wingAvatar.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE;// 更改物体的Layer层 } //手上的小火球 if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_show_scene"); scene_Obj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.49f, 15.1f), new Quaternion(0, 180, 0, 0)) as GameObject; foreach (Transform tran in scene_Obj.GetComponentsInChildren <Transform>()) { if (tran.gameObject.name == "scene_ta") { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE; } else { tran.gameObject.layer = EnumLayer.LM_FX;// 更改物体的Layer层 } } obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_scene_ui_camera"); avatarCamera = GameObject.Instantiate(obj_prefab) as GameObject; //Camera cam = avatarCamera.GetComponentInChildren<Camera>(); //if (cam != null) //{ // float r_size = cam.orthographicSize * 1920 / 1080 * Screen.height / Screen.width; // cam.orthographicSize = r_size; //} } }
public void createAvatar() { if (m_SelfObj == null) { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; string m_strAvatarPath = ""; string equipEff_path = ""; if (carr == 2) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; m_strAvatarPath = "profession_warrior_"; equipEff_path = "Fx_armourFX_warrior_"; } else if (carr == 3) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 167, 0, 0)) as GameObject; m_strAvatarPath = "profession_mage_"; equipEff_path = "Fx_armourFX_mage_"; } else if (carr == 5) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-77.38f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; m_strAvatarPath = "profession_assa_"; equipEff_path = "Fx_armourFX_assa_"; } else { return; } foreach (Transform tran in m_SelfObj.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE;// 更改物体的Layer层 } Transform cur_model = m_SelfObj.transform.FindChild("model"); //手上的小火球 if (carr == 3) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } int bodyid = 0; int bodyFxid = 0; uint colorid = 0; if (Equips.ContainsKey(3)) { bodyid = (int)Equips[3].tpid; bodyFxid = Equips[3].equipdata.stage; colorid = Equips[3].equipdata.color; } if (Equips.ContainsKey(11)) { bodyid = ( int )Equips[11].tpid; bodyFxid = Equips[11].equipdata.stage; colorid = Equips[11].equipdata.color; } int m_Weapon_LID = 0; int m_Weapon_LFXID = 0; int m_Weapon_RID = 0; int m_Weapon_RFXID = 0; if (Equips.ContainsKey(6)) { switch (carr) { case 2: m_Weapon_RID = (int)Equips[6].tpid; m_Weapon_RFXID = Equips[6].equipdata.stage; break; case 3: m_Weapon_LID = (int)Equips[6].tpid; m_Weapon_LFXID = Equips[6].equipdata.stage; break; case 5: m_Weapon_LID = (int)Equips[6].tpid; m_Weapon_LFXID = Equips[6].equipdata.stage; m_Weapon_RID = (int)Equips[6].tpid; m_Weapon_RFXID = Equips[6].equipdata.stage; break; } } if (Equips.ContainsKey(12)) { switch (carr) { case 2: m_Weapon_RID = ( int )Equips[12].tpid; m_Weapon_RFXID = Equips[12].equipdata.stage; break; case 3: m_Weapon_LID = ( int )Equips[12].tpid; m_Weapon_LFXID = Equips[12].equipdata.stage; break; case 5: m_Weapon_LID = ( int )Equips[12].tpid; m_Weapon_LFXID = Equips[12].equipdata.stage; m_Weapon_RID = ( int )Equips[12].tpid; m_Weapon_RFXID = Equips[12].equipdata.stage; break; } } m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, equipEff_path); if (active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(bodyid, true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(active_eqp.Count)); if (fashionsshows[1] != 0) { m_proAvatar.set_body(fashionsshows[1], 0); } else { m_proAvatar.set_body(bodyid, bodyFxid); } if (fashionsshows[0] != 0) { m_proAvatar.set_weaponl(fashionsshows[0], 0); m_proAvatar.set_weaponr(fashionsshows[0], 0); } else { m_proAvatar.set_weaponl(m_Weapon_LID, m_Weapon_LFXID); m_proAvatar.set_weaponr(m_Weapon_RID, m_Weapon_RFXID); } m_proAvatar.set_wing(show_wing, show_wing); m_proAvatar.set_equip_color(colorid); if (m_proAvatar != null) { m_proAvatar.FrameMove(); } } }
public void createAvatar() { if (m_SelfObj == null) { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(model.localPosition.x, model.localPosition.y, model.localPosition.z), model.localRotation) as GameObject; } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(model.localPosition.x, model.localPosition.y, model.localPosition.z), model.localRotation) as GameObject; } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(model.localPosition.x, model.localPosition.y, model.localPosition.z), model.localRotation) as GameObject; } else { return; } foreach (Transform tran in m_SelfObj.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_FX;// 更改物体的Layer层 } Transform cur_model = m_SelfObj.transform.FindChild("model"); //手上的小火球 if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_roleinfo_ui_camera"); m_Self_Camera = GameObject.Instantiate(obj_prefab) as GameObject; var lg = m_Self_Camera.GetComponentInChildren <Light>(); if (lg != null) { lg.color = Color.white; } } }
public void initAvatar() { //GameObject goSkmesh_camera; //m_skmesh_camera.transform.localPosition = new Vector3(-129.7f, 1.34f, -124.98f); if (m_anim_usr == null) { //加入主角的显示 //Variant data = muNetCleint.instance.joinWorldInfoInst.mainPlayerInfo; //string model_id = data["sex"]._str; m_selfObj = null; GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); m_selfObj = GameObject.Instantiate(obj_prefab, new Vector3(500, 0f, 1f), new Quaternion(0, 0, 0, 0)) as GameObject; m_selfObj.transform.FindChild("model").localRotation = Quaternion.Euler(new Vector3(0, -20, 0)); } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); m_selfObj = GameObject.Instantiate(obj_prefab, new Vector3(500, 0f, 1f), new Quaternion(0, 0, 0, 0)) as GameObject; m_selfObj.transform.FindChild("model").localRotation = Quaternion.Euler(new Vector3(0, -20, 0)); } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); m_selfObj = GameObject.Instantiate(obj_prefab, new Vector3(500, 0f, 1f), new Quaternion(0, 0, 0, 0)) as GameObject; m_selfObj.transform.FindChild("model").localRotation = Quaternion.Euler(new Vector3(0, -20, 0)); } Transform trans = m_selfObj.transform.FindChild("model"); trans.localScale = new Vector3(1.3f, 1.3f, 1.3f); m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, trans); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); m_anim_usr = trans.GetComponent <Animator>(); //m_selfObj.transform.eulerAngles = Vector3.zero; Transform[] listT = m_selfObj.GetComponentsInChildren <Transform>(); foreach (Transform tran in listT) { tran.gameObject.layer = EnumLayer.LM_DEFAULT; } if (SelfRole._inst is P3Mage) { Vector3 centervec = m_proAvatar.m_BodySkin.localBounds.center; centervec.y = 1.3f; Vector3 sizevec = m_proAvatar.m_BodySkin.localBounds.size; m_proAvatar.m_ShoulderSkin.localBounds = m_proAvatar.m_BodySkin.localBounds = new Bounds(centervec, sizevec); // usr.m_BodySkin.bounds } //GameObject skmesh_usr = GameObject.Instantiate(SelfRole._inst.m_curModel.gameObject) as GameObject; //m_anim_usr = skmesh_usr.GetComponent<Animator>(); //Destroy(skmesh_usr.GetComponent<NavMeshAgent>()); //skmesh_usr.transform.position = new Vector3(65535f, 1f, 1f); //skmesh_usr.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f); //skmesh_usr.transform.eulerAngles = Vector3.zero; } NpcRole npc = m_npc; if (fake_npc != null) { npc = fake_npc; } if (m_npc_obj == null && npc != null) { GameObject skmesh_npc = GameObject.Instantiate(npc.gameObject) as GameObject; bool build_npc_success = true; if (skmesh_npc.transform.childCount > 0) { Transform tf_model = skmesh_npc.transform.GetChild(0).FindChild("model"); if (tf_model != null) { tf_model.localPosition = Vector3.zero; m_anim_npc = tf_model.GetComponent <Animator>(); m_npc_obj = skmesh_npc; Destroy(skmesh_npc.GetComponent <NavMeshAgent>()); skmesh_npc.transform.localPosition = npc.talkOffset; skmesh_npc.transform.localScale = npc.talkScale; skmesh_npc.transform.eulerAngles = Vector3.zero; debug.Log(":::::::::::::::::::::::::::::::::::::::::::::" + skmesh_npc.transform.position + " " + skmesh_npc.gameObject.name); Transform[] listTN = skmesh_npc.GetComponentsInChildren <Transform>(); foreach (Transform tran in listTN) { tran.gameObject.layer = EnumLayer.LM_DEFAULT; } NpcRole npcrole = skmesh_npc.GetComponent <NpcRole>(); if (npcrole != null) { Destroy(npcrole); } } else { build_npc_success = false; } } else { build_npc_success = false; } if (build_npc_success == false) { Debug.LogError("创建NPC失败: " + skmesh_npc.name); GameObject.Destroy(skmesh_npc); } } }
//创建角色 public void createAvatar() { if (m_SelfObj == null) { GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); } else { return; } m_SelfObj = GameObject.Instantiate(obj_prefab, new Vector3(-128f, 0f, 0f), Quaternion.identity) as GameObject; Transform cur_model = m_SelfObj.transform.FindChild("model"); m_SelfObj.transform.SetParent(roleModle.transform, true); foreach (Transform tran in m_SelfObj.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_FX;// 更改物体的Layer层 } m_SelfObj.transform.localPosition = Vector3.zero; m_SelfObj.transform.localScale = new Vector3(1, 1, 1); m_SelfObj.transform.localRotation = Quaternion.Euler(0, 90, 0); m_SelfObj.name = "UIAvatar"; //手上的小火球 if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar = new ProfessionAvatar(); m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); cur_model.Rotate(Vector3.up, 90f); } }
private void CreatAvatar() { if (wingAvatar == null) { //string path = ""; GameObject obj_prefab; A3_PROFESSION eprofession = A3_PROFESSION.None; if (SelfRole._inst is P2Warrior) { eprofession = A3_PROFESSION.Warrior; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_warrior_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.06f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else if (SelfRole._inst is P3Mage) { eprofession = A3_PROFESSION.Mage; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.06f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else if (SelfRole._inst is P5Assassin) { eprofession = A3_PROFESSION.Assassin; obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); if (obj_prefab != null) { wingAvatar = GameObject.Instantiate(obj_prefab, new Vector3(-77.06f, -0.602f, 14.934f), new Quaternion(0, 90, 0, 0)) as GameObject; } } else { return; } Transform cur_model = wingAvatar.transform.FindChild("model"); foreach (Transform tran in wingAvatar.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_ROLE_INVISIBLE;// 更改物体的Layer层 } //手上的小火球 if (SelfRole._inst is P3Mage) { Transform cur_r_finger1 = cur_model.FindChild("R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); } m_proAvatar = new ProfessionAvatar(); int type = SelfRole._inst.get_bodyid() != 0 ? a3_BagModel.getInstance().getEquipTypeBytpId(SelfRole._inst.get_bodyid()) : 0; m_proAvatar.Init_PA(eprofession, SelfRole._inst.m_strAvatarPath, "h_", EnumLayer.LM_ROLE_INVISIBLE, EnumMaterial.EMT_EQUIP_H, cur_model, SelfRole._inst.m_strEquipEffPath); if (a3_EquipModel.getInstance().active_eqp.Count >= 10) { m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEqpIdbyType(3), true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(a3_EquipModel.getInstance().active_eqp.Count)); m_proAvatar.set_body(SelfRole._inst.get_bodyid(), SelfRole._inst.get_bodyfxid()); m_proAvatar.set_weaponl(SelfRole._inst.get_weaponl_id(), SelfRole._inst.get_weaponl_fxid()); m_proAvatar.set_weaponr(SelfRole._inst.get_weaponr_id(), SelfRole._inst.get_weaponr_fxid()); m_proAvatar.set_wing(SelfRole._inst.get_wingid(), SelfRole._inst.get_windfxid()); m_proAvatar.set_equip_color(SelfRole._inst.get_equip_colorid()); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_ride_show_scene"); scene_Obj = GameObject.Instantiate(obj_prefab, new Vector3(-76.98f, -0.49f, 15.1f), new Quaternion(0, 180, 0, 0)) as GameObject; foreach (Transform tran in scene_Obj.GetComponentsInChildren <Transform>()) { if (tran.gameObject.name == "scene_ta") { tran.gameObject.layer = EnumLayer.LM_FX; scenceTa = tran.gameObject; } else if (tran.gameObject.name == "sc_tz_lg") { tran.gameObject.layer = EnumLayer.LM_FX; scenceTzLg = tran.gameObject; } else { tran.gameObject.layer = EnumLayer.LM_FX;// 更改物体的Layer层 } } obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_scene_ui_camera"); avatarCamera = GameObject.Instantiate(obj_prefab) as GameObject; camera = avatarCamera.GetComponentInChildren <Camera>(); camera.transform.localPosition = new Vector3(-76.5f, 14.67f, -18f); camera.transform.localEulerAngles = new Vector3(22.436f, 0.8290001f, 360.225f); camera.orthographicSize = 2.27f; camera.cullingMask = (1 << EnumLayer.LM_FX); } }