public static PoolObjHandle <ActorRoot> AttachActorRoot(GameObject go, ActorTypeDef actorType, bool isFirstTime = true) { DebugHelper.Assert(!Singleton <BattleLogic> .instance.isFighting || Singleton <GameLogic> .instance.bInLogicTick); ActorConfig component = null; if (isFirstTime) { component = go.AddComponent <ActorConfig>(); } else { component = go.GetComponent <ActorConfig>(); if (null == component) { component = go.AddComponent <ActorConfig>(); } } ActorMeta theActorMeta = new ActorMeta { ActorType = actorType }; PoolObjHandle <ActorRoot> handle = component.AttachActorRoot(go, ref theActorMeta, null); handle.handle.Spawned(); return(handle); }
public static void DetachActorRoot(GameObject go) { ActorConfig component = go.GetComponent <ActorConfig>(); if (component != null) { component.DetachActorRoot(); } }
public override void OnRelease() { this.CharInfo = null; this.ObjLinker = null; this.ActorMesh = null; this.ActorMeshAnimation = null; this.isRecycled = true; base.OnRelease(); }
public static void DetachActorRoot(GameObject go) { ActorConfig component = go.GetComponent <ActorConfig>(); if (component != null) { DebugHelper.Assert(!component.GetActorHandle() || component.GetActorHandle().get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet); component.DetachActorRoot(); } }
public override void OnRelease() { this.CharInfo = null; this.ObjLinker = null; this.myTransform = null; this.ActorMesh = null; this.ActorMeshAnimation = null; this.isRecycled = true; this.ShadowEffect = null; base.OnRelease(); }
public override void OnUse() { base.OnUse(); this.name = string.Empty; this.isMovable = true; this.isRotatable = true; this.myTransform = null; this.ActorMesh = null; this.ActorMeshAnimation = null; this._bVisible = true; this._bInitVisibleDelay = 0; this._bInCamera = false; this.ObjID = 0u; this.TheActorMeta = default(ActorMeta); this.TheStaticData = default(ActorStaticData); this.SelfPtr.Release(); this.ObjLinker = null; this.ActorControl = null; this.ActorAgent = null; this.MovementComponent = null; this.SkillControl = null; this.ValueComponent = null; this.HurtControl = null; this.HudControl = null; this.AnimControl = null; this.BuffHolderComp = null; this.MatHurtEffect = null; this.ShadowEffect = null; this.EquipComponent = null; this.DefaultAttackModeControl = null; this.LockTargetAttackModeControl = null; this.PetControl = null; this.OriginalActorMesh = null; this.OriginalMeshAnim = null; this.shape = null; this.slotList.Clear(); this.bChildUpdate = false; this.SMNode = null; this._location = VInt3.zero; this._forward = VInt3.forward; this._rotation = Quaternion.identity; this.groundY = 0; this.hasReachedNavEdge = false; this.pickFlyY = 0; this.AttackOrderReady = true; this.bOneKiller = false; this.CharInfo = null; this.HorizonMarker = null; this.BornPos = VInt3.zero; this.isRecycled = false; this.BornPos = VInt3.zero; this.PositionRecords = null; this.PositionRecordsLastStamp = 0f; }
public static PoolObjHandle <ActorRoot> GetActorRoot(GameObject go) { if (go != null) { ActorConfig component = go.GetComponent <ActorConfig>(); if (component != null) { return(component.GetActorHandle()); } } return(new PoolObjHandle <ActorRoot>(null)); }
public static PoolObjHandle <ActorRoot> AttachActorRoot(GameObject go) { DebugHelper.Assert((!Singleton <BattleLogic> .instance.isFighting || Singleton <GameLogic> .instance.bInLogicTick) || Singleton <FrameSynchr> .instance.isCmdExecuting); ActorConfig component = go.GetComponent <ActorConfig>(); if (null == component) { component = go.AddComponent <ActorConfig>(); } ActorMeta theActorMeta = new ActorMeta { ActorType = ActorTypeDef.Invalid }; PoolObjHandle <ActorRoot> handle = component.AttachActorRoot(go, ref theActorMeta, null); handle.handle.Spawned(); return(handle); }
public static PoolObjHandle <ActorRoot> AttachActorRoot(GameObject go) { DebugHelper.Assert(!Singleton <BattleLogic> .get_instance().isFighting || Singleton <GameLogic> .get_instance().bInLogicTick || Singleton <FrameSynchr> .get_instance().isCmdExecuting); ActorConfig actorConfig = go.GetComponent <ActorConfig>(); if (null == actorConfig) { actorConfig = go.AddComponent <ActorConfig>(); } ActorMeta actorMeta = default(ActorMeta); ActorMeta actorMeta2 = actorMeta; actorMeta2.ActorType = ActorTypeDef.Invalid; actorMeta = actorMeta2; PoolObjHandle <ActorRoot> result = actorConfig.AttachActorRoot(go, ref actorMeta, null); result.get_handle().Spawned(); return(result); }
public static PoolObjHandle <ActorRoot> AttachActorRoot(GameObject go, ActorTypeDef actorType, COM_PLAYERCAMP camp, CActorInfo actorInfo) { DebugHelper.Assert(!Singleton <BattleLogic> .instance.isFighting || Singleton <GameLogic> .instance.bInLogicTick || Singleton <FrameSynchr> .instance.isCmdExecuting); ActorConfig actorConfig = go.GetComponent <ActorConfig>(); if (null == actorConfig) { actorConfig = go.AddComponent <ActorConfig>(); } ActorMeta actorMeta = default(ActorMeta); ActorMeta actorMeta2 = actorMeta; actorMeta2.ActorType = actorType; actorMeta2.ActorCamp = camp; actorMeta = actorMeta2; PoolObjHandle <ActorRoot> result = actorConfig.AttachActorRoot(go, ref actorMeta, actorInfo); result.handle.Spawned(); return(result); }
public void Play(GameObject inSrc, GameObject inDest, ref Vector3 inDestPos) { this.SrcObj = inSrc; this.DestObj = inDest; this.DestPosition = inDestPos; this.m_bWorking = true; if (inSrc != null) { ActorConfig component = inSrc.GetComponent <ActorConfig>(); if (component != null) { this.SrcActorHandle = component.GetActorHandle(); } } if (inDest != null) { ActorConfig config2 = inDest.GetComponent <ActorConfig>(); if (config2 != null) { this.DestActorHandle = config2.GetActorHandle(); } } }
public void AddStaticActor(ActorConfig actor) { this.staticActors.Add(actor); }