protected ModelRes m_effectPrefab; // 特效 Prefab public SpriteRenderSpriteAni(SceneEntityBase entity_) { m_entity = entity_; // 创建自己的场景 GameObject //selfGo = UtilApi.createSpriteGameObject(); }
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 EventDispatch m_dragOutEntityDisp; // 按下拖动移动出去事件分发 public CardRenderBase(SceneEntityBase entity_) : base(entity_) { m_clickEntityDisp = new AddOnceEventDispatch(); m_downEntityDisp = new AddOnceEventDispatch(); m_upEntityDisp = new AddOnceEventDispatch(); m_dragOverEntityDisp = new AddOnceEventDispatch(); m_dragOutEntityDisp = new AddOnceEventDispatch(); }
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(); } }
protected ModelRes m_boxModel; // 这个是碰撞盒子模型 public ExceptBlackCardRender(SceneEntityBase entity_) : base(entity_) { m_model = new AuxDynModel(); }
public EquipSkillRenderBase(SceneEntityBase entity_) : base(entity_) { m_subTex = new CardSubPart[1]; m_subTex[0] = new CardSubPart(); }
public ChangCardRender(SceneEntityBase entity_) : base(entity_, 1) { m_uiPrefabPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardUI.prefab"); m_boxModelPath = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathModel], "Character/ChangCardBox.prefab"); }
public EntityRenderBase(SceneEntityBase entity_) { m_entity = entity_; }
public TuJianCardRender(SceneEntityBase entity_) : base(entity_, (int)CardSubPartType.eTotal) { }
protected GameObject m_model; // 模型资源 public WhiteCardRender(SceneEntityBase entity_) : base(entity_) { m_model = UtilApi.createGameObject("WhiteCard"); }
public EffectRenderBase(SceneEntityBase entity_) : base(entity_) { }
public SpriteEffectRender(SceneEntityBase entity_) : base(entity_) { m_spriteRender = new SpriteRenderSpriteAni(m_entity); }
public SelfHandCardRender(SceneEntityBase entity_) : base(entity_, (int)CardSubPartType.eTotal) { }
public TuJianCardItemCom(SceneEntityBase entity_) : base(entity_) { }
protected AuxDynModel m_model; // 模型资源 public BlackCardRender(SceneEntityBase entity_) : base(entity_) { m_model = new AuxDynModel(); }