/// <summary> /// 初始化回调 /// </summary> /// <param name="userData">用户自定义数据</param> protected override void OnInit(UnityGameFrame.Runtime.Entity entity, object userData) { base.OnInit(entity, userData); UserEntityData = userData as UserEntityData; UserEntityData.RuntimeEntity = this; InitLogicData(UserEntityData); //Log.Info(Utility.Text.Format("实体逻辑Init -> {0}", HotLogicScript)); }
/// <summary> /// 根据实体id获取实体 /// </summary> /// <param name="entityComponent">实体组件</param> /// <param name="entityId">实体编号</param> /// <returns>逻辑实体</returns> public static EntityLogicBase GetGameEntity(this EntityComponent entityComponent, int entityId) { UnityGameFrame.Runtime.Entity entity = entityComponent.GetEntity(entityId); HotEntity hotEntity = entity.Logic as HotEntity; if (hotEntity == null) { return(null); } return(hotEntity.HotLogicInstance as EntityLogicBase); }
private void OnTriggerExit(Collider other) { GameObject go = other.gameObject; Entity entity = go.GetComponent <Entity>(); if (entity == null) { Log.Warning("Unknown GameObject '{0}', you must use entity only.", go.name); Destroy(go); return; } GameEntry.Entity.HideEntity(entity); }
protected override void OnInit(UnityGameFrame.Runtime.Entity entity, object userData) { base.OnInit(entity, userData); CachedAnimation = GetComponent <Animation>(); }