Пример #1
0
 /// <summary>
 /// Initialize只在第一次创建时执行初始化代码,之后切换Scene时都不用再次初始化,所以Data也没有改变
 /// </summary>
 /// <param name="gameObject"></param>
 public IPlayer(GameObject gameObject) : base(gameObject)
 {
     Props = GameMainProgram.Instance.dataBaseMgr.Props;
     if (GameObjectInScene != null)
     {
         animator = GameObjectInScene.GetComponent <Animator>();
         Rgbd     = GameObjectInScene.GetComponent <Rigidbody>();
         // 关联中介者
         PlayerMedi = new PlayerMediator(this);
         PlayerMedi.Initialize();
     }
 }
Пример #2
0
 /// <summary>
 /// Initialize只在第一次创建时执行初始化代码,之后切换Scene时都不用再次初始化,所以Data也没有改变
 /// </summary>
 /// <param name="gameObject"></param>
 public IPlayer(GameObject gameObject) : base(gameObject)
 {
     Speed = 5;
     if (GameObjectInScene != null)
     {
         animator = GameObjectInScene.GetComponent <Animator>();
         Rgbd     = GameObjectInScene.GetComponent <Rigidbody>();
         // 关联中介者
         PlayerMedi = new PlayerMediator(this);
         PlayerMedi.Initialize();
     }
 }
Пример #3
0
 /// <summary>
 /// Initialize只在第一次创建时执行初始化代码,之后切换Scene时都不用再次初始化,所以Data也没有改变
 /// </summary>
 /// <param name="gameObject"></param>
 public IPlayer(GameObject gameObject) : base(gameObject)
 {
     EquipPack = new IEquip[35];
     PropPack  = new IProp[35];
     Fit       = new int[8] {
         99, 99, 99, 99, 99, 99, 99, 99
     };                                          // 初始值>34表示未装备
     if (GameObjectInScene != null)
     {
         animator = GameObjectInScene.GetComponent <Animator>();
         Rgbd     = GameObjectInScene.GetComponent <Rigidbody>();
         // 关联中介者
         PlayerMedi = new PlayerMediator(this);
         PlayerMedi.Initialize();
     }
     // LoadData(); 请在子类构造函数最尾处调用
 }