// 创建指定类型的单位模型 MapUnit CreateUnitModel(Unit u) { var um = UC.CreateModel(u); um.transform.SetParent(Units, false); um.transform.localPosition = new Vector3((float)u.Pos.x, 0, (float)u.Pos.y); um.transform.localRotation = Quaternion.Euler(0, (float)u.Dir, 0); um.U = u; um.IsMine = GameCore.Instance.MePlayer == u.Player; um.MG = MG; um.gameObject.SetActive(true); return(um); }
void CreateScaffold() { if (scaffold != null) { return; } var mu = GetComponent <MapUnit>(); scaffoldUID = mu.U.UID + "_Scaffold"; scaffold = UC.CreateModel("Scaffold", scaffoldUID, false, false); UC.UnhandleModel(scaffoldUID); // 脚手架模型是动画的一部分,交给动画自己管理 scaffold.transform.SetParent(transform, false); scaffold.transform.localPosition = Vector3.zero; scaffold.transform.localScale = Vector3.one; scaffold.transform.localRotation = Quaternion.identity; scaffold.gameObject.SetActive(true); }