protected void InitMove() { m_cMove = new PointMove(); m_cMove.OnMoveStart += OnStartMove; m_cMove.OnMove += OnMove; m_cMove.OnMoveStop += OnStopMove; m_cMove.OnWillMove += OnWillMove; m_cRotate = new ForwardRotate(); m_cRotate.OnStartRotate += OnStartRotate; m_cRotate.OnRotate += OnRotate; m_cRotate.OnStopRotate += OnStopRotate; m_cLerpMoveView = this.gameObject.AddComponentOnce <LerpMoveView>(); m_cLerpMoveView.Init(); }
public void Init(uint id, int configId, int campId, TSVector position, TSVector forward, uint targetAgentId, AgentObjectType targetAgentType, TSVector targetPosition, TSVector targetForward) { m_nId = id; m_nConfigId = configId; m_nCampId = campId; this.gameObject.name = "remote_" + m_nId + "_" + m_nConfigId; m_cRemoteTree = RemoteTreePool.Instance.GetRemoteTree(m_nConfigId); m_cRemoteData = m_cRemoteTree.data as RemoteData; m_cAgentObj = new AgentRemote(this); SetPosition(position); SetViewPosition(position); m_sLastPosition = position; SetForward(forward); SetViewForward(forward); m_sLastForward = forward; if (m_cBlackBoard == null) { m_cBlackBoard = new RemoteBlackBoard(this); } m_cTarget = AgentObject.GetAgentObject(targetAgentId, targetAgentType); m_sTargetPosition = targetPosition; m_sTargetForward = targetForward; m_cView = SceneEffectPool.Instance.CreateEffect(m_cRemoteData.remotePath, false, this.transform); m_cLerpView = gameObject.AddComponentOnce <LerpMoveView>(); m_cLerpView.Init(); m_cLerpView.StopMove(); m_cHangPoint = gameObject.AddComponentOnce <HangPoint>(); string remoteFullPath = PathTool.GetSceneEffectPath(m_cRemoteData.remotePath); m_cHangPoint.Init(remoteFullPath); //暂时不支持表现挂点(特效上挂特效) m_cHangPoint.InitHangView(null); m_cCollider = ObjectPool <GameCollider> .Instance.GetObject(); m_cCollider.Init(remoteFullPath); m_cCollider.Update(curPosition, curForward); }