示例#1
0
 private void LoadModelFinished(Object obj)
 {
     if (null == obj)
     {
         this.m_log.Error("null == obj");
     }
     else
     {
         //如果先前的模型还存在游戏中的话,就先摧毁
         if (this.m_gameObject != null)
         {
             Object.Destroy(this.m_gameObject);
             this.m_gameObject = null;
         }
         this.m_gameObject = (GameObject)Object.Instantiate(obj);
         if (null == this.m_gameObject)
         {
             this.m_log.Error("m_gameObject == null");
         }
         else
         {
             Object.DontDestroyOnLoad(this.m_gameObject);
             this.UpdatePosition();
             this.UpdateRotation();
             MapNodeBehaviour mapNodeBehaviour = this.m_gameObject.AddComponent <MapNodeBehaviour>();
             mapNodeBehaviour.MapNodeBuilding = this;
             this.m_gameObject.SetActive(this.m_bVisible);
             if (EMapNodeType.MAP_NODE_EMPIRE_BASE == this.MapNodeType || EMapNodeType.MAP_NODE_LEAGUE_BASE == this.MapNodeType)
             {
                 mapNodeBehaviour.SetHighLightData();
             }
         }
     }
 }
示例#2
0
    public void Init(MapNodeBehaviour mapNodeBehaviour)
    {
        this.m_mapNodeBehaviour = mapNodeBehaviour;
        Vector3 hex3DPos = Hexagon.GetHex3DPos(this.m_vec3HexPos, Space.World);

        this.m_mapNodeBehaviour.transform.position = hex3DPos;
        this.m_mapNodeBehaviour.IsHighlight        = this.m_bHighlight;
        this.m_mapNodeBehaviour.IsAffect           = this.m_bAffect;
        this.UpdatePosition();
        this.UpdateRotation();
    }