public void SetRole(DataHero data, CreateModelCallBack callBack, float outLine = 0, bool playAnimation = true) { // _data = data; // _callBack = callBack; // //设置角色界面技能图标 // string modelId = _data.Config.view_id; // HeroWeaponConfigItem item = ConfigDataMgr.getInstance().GetHeroWeaponCfg(modelId, _data.Phase, _data.ExclusiveLv); // if (item == null) // return; // // int equipLv = _data.ExclusiveLv != 0 ? 2 : item.weapon1_id; // // CreateRole(modelId, equipLv, outLine, playAnimation); }
/// <summary> /// 设置模型 /// </summary> /// <param name="shaping">外形</param> /// <param name="callBack">回调</param> public void SetRole(string shaping, CreateModelCallBack callBack, float outLine = 0, bool playAnimation = true) { // HeroWeaponConfigItem item = ConfigDataMgr.getInstance().HeroWeaponCfg.GetDataByKey(shaping); // string modelId = ""; // int equipLv = 1; // if (item != null) { // modelId = item.hero_id.ToString(); // equipLv = item.weapon1_id; // } else { // modelId = shaping.Substring(0, shaping.IndexOf(",")); // } // _callBack = callBack; // CreateRole(modelId, equipLv, outLine, playAnimation); }
/// <summary> /// 穿件隐去英雄,只显示武器的模型 /// </summary> /// <param name="data"></param> /// <param name="callBack"></param> /// <param name="outLine"></param> public void ShowWeapen(DataHero data, CreateModelCallBack callBack, float outLine = 0) { // bWeaponModel = true; // string shaping = data.ViewId + ",1," + data.Phase; // SetRole(shaping, callBack, outLine, false); }