public virtual void Initialize() { if (null == _mModelName) { Debug.LogWarning("Building::Initialize is not complete."); return; } Object ob = Resources.Load(_mModelName); if (null == ob) { Debug.LogWarning("The resource " + _mModelName + " is not exist?"); return; } _mGameObject = GameObject.Instantiate(ob, Vector3.zero, Quaternion.identity) as GameObject; if (_mGameObject == null) { Debug.LogWarning("The resource " + _mModelName + " is Empty prefab!"); return; } _mGameObject.name = _mData.Name; GameObject.DontDestroyOnLoad(_mGameObject); TagMaskDefine.SetTagRecuisively(_mGameObject, TagMaskDefine.GFAN_NPC); AddPropertyComp(); Create3DName(); }
void InitActor() { PlayerData actorData = Globals.Instance.MGameDataManager.MActorData; GirlData wsData = actorData.GetActorFakeWarshipData(); if (null != wsData) { actor.UpdateSlot(wsData); } else { actor.UpdateAvatarIcon(""); } actor.IsNeedDynamicAdjustColl = true; // up and down circle TagMaskDefine.SetTagRecuisively(actor.gameObject, TagMaskDefine.GFAN_ACTOR); // Add move controller actor.MoveCtl = actor.gameObject.GetComponent <ObjMoveControl>() as ObjMoveControl;; if (null == actor.MoveCtl) { actor.MoveCtl = actor.gameObject.AddComponent <ObjMoveControl>() as ObjMoveControl; } actor.MoveCtl.MoveSpeed = moveSpeed; //add rigid body Rigidbody rigidbody = actor.gameObject.AddComponent <Rigidbody>() as Rigidbody; if (rigidbody) { rigidbody.useGravity = false; rigidbody.isKinematic = true; } BoxCollider coll = actor.gameObject.GetComponent <BoxCollider>() as BoxCollider; if (null == coll) { coll = actor.gameObject.AddComponent <BoxCollider>() as BoxCollider; } if (coll) { coll.isTrigger = true; coll.center = new Vector3(0, 0, 0); coll.size = actor.eventBtn.GetComponent <Collider>().bounds.size; } actorStartPoint = actor.transform.position; }
public override void Initialize() { // Now use the _mData.ModelNam field to search GameObject in current scene _mGameObject = GameObject.Find(_mData.NPCIcon); //_mGameObject.transform.localScale = Vector3.one; if (null == _mGameObject) { Debug.LogError("Not found the building " + _mData.ModelName); return; } TagMaskDefine.SetTagRecuisively(_mGameObject, TagMaskDefine.GFAN_NPC); SyncPropComponet(); //SyncBuildingSet(); }
void InitOneMonster(Transform tf, CopyMonsterData.MonsterData data) { tf.gameObject.SetActiveRecursively(true); UIButton btn = (UIButton)tf.GetComponent(typeof(UIButton)); //btn.SetInputDelegate(OnScreenBtnInputDel); MonsterSet monster = tf.gameObject.GetComponent <MonsterSet>() as MonsterSet; if (null == monster) { monster = tf.gameObject.AddComponent <MonsterSet>() as MonsterSet; } TagMaskDefine.SetTagRecuisively(tf.gameObject, TagMaskDefine.GFAN_MONSTER); monster.UpdateData(data); monsterObjs.Add(monster.gameObject); }
public void Initialize(WarshipL.CreateCallback callback) { base.Initialize(delegate(WarshipL ws) { base._mMoveSpeed = 40.0f; // Set the monster fleet orientation Quaternion rotation = Quaternion.AngleAxis(180, Vector3.up); base.U3DGameObject.transform.rotation = rotation; Show3DName(true); _mVisibleTrigger = null; InitTriggers(); InitAIScripts(); TagMaskDefine.SetTagRecuisively(U3DGameObject, TagMaskDefine.GFAN_MONSTER); if (null != callback) { callback(this); } } ); }