public void Update(ref MiniDramaActorController.Actor kActor) { NrCharBase @char = NrTSingleton <NkCharManager> .Instance.GetChar(this._CharID); if (@char != null && @char.IsShaderRecovery()) { GameObject rootGameObject = @char.Get3DChar().GetRootGameObject(); if (this._goController != null) { this._goController.transform.parent = rootGameObject.transform; this._goController.transform.localPosition = Vector3.zero; } if (MiniDramaActorController.EnableTypeList != null && MiniDramaActorController.EnableTypeList.Length > 0) { Type[] enableTypeList = MiniDramaActorController.EnableTypeList; for (int i = 0; i < enableTypeList.Length; i++) { Type type = enableTypeList[i]; MonoBehaviour monoBehaviour = rootGameObject.GetComponent(type) as MonoBehaviour; if (monoBehaviour != null) { monoBehaviour.enabled = false; } } } TsLog.Log("[ActorController] {0}", new object[] { this.m_Hide }); @char.SetShowHide3DModel(!this.m_Hide, !this.m_Hide, !this.m_Hide); kActor.SetActor(@char, this._CharName, this.m_RealActor, !this.m_Hide); kActor.SetIdleAni(@char.GetCharAnimation().GetCurrentAniType()); this._Ready = true; } }
public virtual void Update(ref MiniDramaActorController.Actor kActor) { if (this.IsDestory()) { GameObject charObject = kActor.m_ActorBase.GetCharObject(); charObject.transform.localPosition = this._Dest; charObject.transform.LookAt(this._Dest); kActor.SetIdleAni(this._MoveAni); } else if (this._Distance != 0f) { CharacterController charController = kActor.m_ActorBase.Get3DChar().GetCharController(); charController.Move(this._MoveDir * (this._Distance / this._MoveTime) * Time.deltaTime); } }