/// <summary> /// 子类中需要解析配置数据时再调用,最好在所有的基础数据都获取到后再调用 /// </summary> protected virtual void ParseConfigData() { if (_baseDataId <= 0) { return; } SceneObjectProperty tBaseData = _dataConfigManager.GetConfigData <SceneObjectProperty>(DataConfigDefine.SceneObjectProperty, _baseDataId); if (tBaseData != null) { Id = tBaseData.Id; ModelId = tBaseData.ModelID; Name = tBaseData.Name; var tModelData = _dataConfigManager.GetConfigData <SceneModel>(DataConfigDefine.SceneModel, ModelId); Height = tModelData.Height; Radius = tModelData.Radius; Size = new Vector3(tModelData.SizeX, tModelData.SizeY, tModelData.SizeZ); Rotaion = new Vector3(tModelData.RotationX, tModelData.RotationY, tModelData.RotationZ); Offset = new Vector3(tModelData.OffsetX, tModelData.OffsetY, tModelData.OffsetZ); } }
/// <summary> /// 返回一个模型的ModelData,不要在这个方法中调用需要在构造函数中初始化的一些属性 /// </summary> /// <returns></returns> protected virtual void ParseModelData() { _modelData = _configManager.GetConfigData <SceneModel>(DataConfigDefine.SceneModel, _objectBaseData.ModelId); }