protected override void OnLoading() { //m_NamePrefix = table.RandomNameDataBase.PrefixList(); //m_NameMale = table.RandomNameDataBase.MaleList(); //m_NameFemale = table.RandomNameDataBase.FemaleList(); base.OnLoading(); if (null != m_input_input_name) { m_input_input_name.onChange.Add(new EventDelegate(() => { m_str_inputName = TextManager.GetTextByWordsCountLimitInUnicode(m_input_input_name.value , TextManager.CONST_NAME_MAX_WORDS); m_input_input_name.value = m_str_inputName; })); m_input_input_name.onSubmit.Add(new EventDelegate(() => { m_str_inputName = TextManager.GetTextByWordsCountLimitInUnicode(m_input_input_name.value , TextManager.CONST_NAME_MAX_WORDS); m_input_input_name.value = m_str_inputName; })); m_input_input_name.defaultText = string.Empty; } UIEventListener.Get(m_widget_Container.gameObject).onDrag = OnDragModel; //特效表加载 List <table.ShowEffect> tableList = GameTableManager.Instance.GetTableList <table.ShowEffect>(); for (int i = 0; i < tableList.Count; i++) { table.ShowEffect data = tableList[i]; m_ShowEffect.Add(data); } InitCharacterGrid(); }
void OnCreateAvater(object param) { if (null == m_Avater || null == m_Avater.RenderObj) { Engine.Utility.Log.Error("CreateRolePanel->OnCreateAvater failed,m_Avater or m_Avater.RnederObj null!"); return; } m_Avater.RenderObj.ClearFrameEvent(); int nProfession = (int)param; PlayCreateAudio(nProfession); switch (nProfession) { case (int)enumProfession.Profession_Soldier: { for (int i = 0; i < m_ShowEffect.Count; i++) { table.ShowEffect data = m_ShowEffect[i]; if (data.Profession == (uint)enumProfession.Profession_Soldier) { switch (data.IsWeaponEffect) { case (uint)IS_WEAPON_EFFECT.SCENE: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID)); break; case (uint)IS_WEAPON_EFFECT.BODY: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID)); break; } } } AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog); m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f); //wbw 测试 } break; case (int)enumProfession.Profession_Spy: { for (int i = 0; i < m_ShowEffect.Count; i++) { table.ShowEffect data = m_ShowEffect[i]; if (data.Profession == (uint)enumProfession.Profession_Spy) { switch (data.IsWeaponEffect) { case (uint)IS_WEAPON_EFFECT.SCENE: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID)); break; case (uint)IS_WEAPON_EFFECT.BODY: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID)); break; } } } AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog); m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f); } break; case (int)enumProfession.Profession_Freeman: { for (int i = 0; i < m_ShowEffect.Count; i++) { table.ShowEffect data = m_ShowEffect[i]; if (data.Profession == (uint)enumProfession.Profession_Freeman) { switch (data.IsWeaponEffect) { case (uint)IS_WEAPON_EFFECT.SCENE: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID)); break; case (uint)IS_WEAPON_EFFECT.BODY: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID)); break; } } } AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog); m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f); //溶解 m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "Dissolve", 0); } break; case (int)enumProfession.Profession_Doctor: { for (int i = 0; i < m_ShowEffect.Count; i++) { table.ShowEffect data = m_ShowEffect[i]; if (data.Profession == (uint)enumProfession.Profession_Doctor) { switch (data.IsWeaponEffect) { case (uint)IS_WEAPON_EFFECT.SCENE: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_scene", data.StartTime, uint.Parse(data.EffectID)); break; case (uint)IS_WEAPON_EFFECT.BODY: m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "addEffect_body", data.StartTime, uint.Parse(data.EffectID)); break; } } } AnimationState ani = m_Avater.RenderObj.GetAnimationState(Client.EntityAction.ShowLog); m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "standAni", ani.length * 0.9f); //溶解 m_Avater.RenderObj.AddFrameEvent(Client.EntityAction.ShowLog, "Dissolve", 0); } break; } if (m_cam_animator != null) { int nJob = (int)param; m_cam_animator.SetTrigger(m_iTriggerStartHash); m_cam_animator.SetInteger(m_istateChangeParamHash, nJob); } m_Avater.PlayAni(Client.EntityAction.ShowLog, OnActionEvent, 0.3f, -1); }