예제 #1
0
        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");
        }
예제 #2
0
        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");
        }
예제 #3
0
        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();
            }
        }
예제 #4
0
        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();
            }
        }
예제 #5
0
 public EquipSkillRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
     m_subTex = new CardSubPart[1];
     m_subTex[0] = new CardSubPart();
 }
예제 #6
0
 public EquipSkillRenderBase(SceneEntityBase entity_) :
     base(entity_)
 {
     m_subTex    = new CardSubPart[1];
     m_subTex[0] = new CardSubPart();
 }