void resetSelAvatar() { bool loadAvatar = false; if (loadAvatar_label != null) { loadAvatar_label.text = ""; } foreach (KeyValuePair <string, SceneObject> obj in loader.inst.findScene("selavatar", false).objs) { SceneObject sobj = obj.Value; Byte rtype = Srouce2roleType(sobj.asset.source); if (rtype > 0) { Common.DEBUG_MSG("resetSelAvatar: rtype=" + rtype + ", source=" + sobj.asset.source); curravatar avatar = null; if (sobj.gameObject != null) { avatar = sobj.gameObject.GetComponent <curravatar>(); } if (rtype == changeAvatarItem) { sobj.position = sobj.position; sobj.eulerAngles = sobj.eulerAngles; sobj.scale = sobj.scale; if (avatar != null) { loadAvatar = (sobj.asset.isLoaded == false); NGUITools.SetActive(avatar.transform.gameObject, true); } else { loadAvatar = true; } } else { if (avatar != null) { NGUITools.SetActive(avatar.transform.gameObject, false); } } } } if (loadAvatar == true) { if (loadAvatar_label != null) { loadAvatar_label.text = "正在加载角色模型(0%)..."; } } }
void on_aspectItemClick(UnityEngine.GameObject item) { Common.DEBUG_MSG("on_aspectItemClick: " + item.name); SceneObject obj = getCurrentAvatarObject(); if (obj == null) { return; } curravatar avatar = obj.gameObject.GetComponent <curravatar>(); if (item.name == "fuse_left") { avatar.decFuse(); } else if (item.name == "fuse_right") { avatar.incFuse(); } else if (item.name == "lianxing_left") { } else if (item.name == "lianxing_right") { } else if (item.name == "faxing_left") { } else if (item.name == "faxing_right") { } else if (item.name == "wenshen_left") { } else if (item.name == "wenshen_right") { } }