public HeroRender(SceneEntityBase entity_) : base(entity_) { m_subTex = new CardSubPart[1]; m_subTex[0] = new CardSubPart(); m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardUI.prefab"); m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/HeroCardBox.prefab"); }
protected int m_subModeCount; // 子模型数量 public CanOutCardRender(SceneEntityBase entity_, int subModelCount_) : base(entity_) { m_subModeCount = subModelCount_; // 这个是获取图鉴的数据,其它的场景卡牌在单独的地方设置 m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardUI.prefab"); m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/CommonCardBox.prefab"); m_subTex = new CardSubPart[m_subModeCount]; for (int idx = 0; idx < m_subModeCount; ++idx) { m_subTex[idx] = new CardSubPart(); } }
public EquipSkillRenderBase(SceneEntityBase entity_) : base(entity_) { m_subTex = new CardSubPart[1]; m_subTex[0] = new CardSubPart(); }