示例#1
0
    public void SetOpponentTarget(int _ChunkIndex, string _ChunkString)
    {
        if (!m_OpponentTargetMap.ContainsKey(_ChunkIndex))
        {
            m_OpponentTargetMap.Add(_ChunkIndex, null);
        }
        if (!m_OpponentOriginalPosition.ContainsKey(_ChunkIndex))
        {
            m_OpponentOriginalPosition.Add(_ChunkIndex, Vector3.zero);
        }
        if (!m_SelfOriginalPosition.ContainsKey(_ChunkIndex))
        {
            m_SelfOriginalPosition.Add(_ChunkIndex, Vector3.zero);
        }

        m_OpponentTargetMap[_ChunkIndex]        = GlobalSingleton.Find(_ChunkString, true);
        m_OpponentOriginalPosition[_ChunkIndex] = m_OpponentTargetMap[_ChunkIndex].transform.position;
        m_SelfOriginalPosition[_ChunkIndex]     = ChunkRef[_ChunkIndex].transform.position;

        if (null == m_OpponentTargetMap[_ChunkIndex])
        {
            Debug.LogWarning("SetOpponentTarget null == null == m_OpponentTargetMap _ChunkString" + _ChunkString);
        }

        if (!m_ActuallyBeenHittedMap.ContainsKey(_ChunkIndex))
        {
            m_ActuallyBeenHittedMap.Add(_ChunkIndex, false);
        }
        m_ActuallyBeenHittedMap[_ChunkIndex] = false;
    }
示例#2
0
    public void DoAnimation(
        Character _CharRef,
        string _ChunkNode,
        int _ChunkIndex,
        AnimationState _NextState,
        float _DelayTime = 0.0f)
    {
        RootRef = _CharRef.gameObject;
        ChunkRef[_ChunkIndex] = GlobalSingleton.Find(_ChunkNode, true);
        Mesh_VoxelChunk Mesh      = _CharRef.mesh as Mesh_VoxelChunk;
        string          BoneIndex = "bone" + _ChunkIndex;

        // ChunkRef
        if (null != ChunkRef &&
            null != RootRef &&
            Mesh.Chunks.ContainsKey(BoneIndex))
        {
            ChunkMapRef[_ChunkIndex] = Mesh.Chunks[BoneIndex];
            // GlobalSingleton.DEBUG("Ready to change parent:"+ ChunkMapRef[_ChunkIndex].Count);

            foreach (GameObject go in ChunkMapRef[_ChunkIndex])
            {
                go.transform.SetParent(ChunkRef[_ChunkIndex].transform);
            }
        }

        ChangeAnimationState(_ChunkIndex, _NextState, _DelayTime, true);
    }