示例#1
0
    protected void SetPlayerActor(ActorPlayer actorPlayer, Action logicCallback)
    {
        AvatarModel avatarModel = DataReader <AvatarModel> .Get(this.FixModelID);

        base.Actor            = actorPlayer;
        actorPlayer.theEntity = this;
        base.Actor.FixGameObject.set_name(base.ID.ToString());
        base.Actor.FixGameObject.SetActive(true);
        base.Actor.InitActionPriorityTable();
        base.Actor.CanAnimatorApplyMotion = false;
        base.Actor.DataLayerState         = ((avatarModel.collideOff <= 0) ? 0 : 1);
        base.Actor.DefaultModelHeight     = avatarModel.defaultModelHeight;
        base.Actor.ModelHeight            = avatarModel.defaultModelHeight;
        base.Actor.IsLockModelDir         = (avatarModel.lockDirection == 1);
        base.Actor.RotateSpeed            = avatarModel.RotateSpeed;
        base.Actor.RotateInterval         = (float)avatarModel.rotateInterval;
        base.Actor.StartRotateAngle       = (float)avatarModel.startAngle;
        base.Actor.FinishRotateAngle      = (float)avatarModel.finishAngle;
        base.Actor.FloatRate = avatarModel.floatProba;
        ShadowController.ShowShadow(base.ID, base.Actor, false, this.FixModelID);
        ShaderEffectUtils.InitShaderRenderers(base.Actor.FixTransform, this.shaderRenderers, ref this.shadowRenderer, ref this.shadowSlicePlane);
        ShaderEffectUtils.InitHitEffects(this.shaderRenderers, this.hitControls);
        ShaderEffectUtils.InitTransparencys(this.shaderRenderers, this.alphaControls);
        ShaderEffectUtils.SetFadeRightNow(this.alphaControls, false);
        ShaderEffectUtils.SetOutlineStatus(base.Actor.FixTransform, LuminousOutline.Status.Normal);
        if (avatarModel.curve == 1)
        {
            ShaderEffectUtils.SetMeshRenderToLayerFXDistortion(base.Actor.FixTransform);
        }
        this.InitBillboard((float)avatarModel.height_HP, avatarModel.bloodBar);
        WaveBloodManager.Instance.AddWaveBloodControl(base.Actor.FixTransform, (float)avatarModel.height_Damage, base.ID);
        if (this.IsInBattle)
        {
            if (this.IsDead)
            {
                CommandCenter.ExecuteCommand(base.Actor.FixTransform, new PlayActionCmd
                {
                    actName    = "die",
                    jumpToPlay = true,
                    percent    = 1f
                });
            }
            else
            {
                base.Actor.CastAction("born", true, 1f, 0, 0, string.Empty);
            }
        }
        else
        {
            base.Actor.CastAction("idle", true, 1f, 0, 0, string.Empty);
        }
        if (logicCallback != null)
        {
            logicCallback.Invoke();
        }
        this.InitActorState();
    }
示例#2
0
    public override void CreateActor()
    {
        ActorPet petActor = EntityWorld.Instance.GetPetActor(this.FixModelID);
        Pet      pet      = DataReader <Pet> .Get(this.TypeID);

        AvatarModel avatarModel = DataReader <AvatarModel> .Get(this.FixModelID);

        base.Actor         = petActor;
        petActor.theEntity = this;
        base.Actor.FixGameObject.set_name(base.ID.ToString());
        base.Actor.FixGameObject.SetActive(true);
        base.Actor.InitActionPriorityTable();
        base.Actor.CanAnimatorApplyMotion = false;
        base.Actor.DataLayerState         = ((avatarModel.collideOff <= 0) ? 0 : 1);
        base.Actor.DefaultModelHeight     = avatarModel.defaultModelHeight;
        base.Actor.ModelHeight            = avatarModel.defaultModelHeight;
        base.Actor.IsLockModelDir         = (avatarModel.lockDirection == 1);
        base.Actor.RotateSpeed            = avatarModel.RotateSpeed;
        base.Actor.RotateInterval         = (float)avatarModel.rotateInterval;
        base.Actor.StartRotateAngle       = (float)avatarModel.startAngle;
        base.Actor.FinishRotateAngle      = (float)avatarModel.finishAngle;
        base.Actor.FloatRate = avatarModel.floatProba;
        ShadowController.ShowShadow(base.ID, base.Actor, false, this.FixModelID);
        ShaderEffectUtils.SetHSV(base.Actor.FixTransform, pet.colour);
        ShaderEffectUtils.InitShaderRenderers(base.Actor.FixTransform, this.shaderRenderers, ref this.shadowRenderer, ref this.shadowSlicePlane);
        ShaderEffectUtils.InitHitEffects(this.shaderRenderers, this.hitControls);
        ShaderEffectUtils.InitTransparencys(this.shaderRenderers, this.alphaControls);
        ShaderEffectUtils.SetFadeRightNow(this.alphaControls, false);
        ShaderEffectUtils.SetOutlineStatus(base.Actor.FixTransform, LuminousOutline.Status.Normal);
        if (avatarModel.curve == 1)
        {
            ShaderEffectUtils.SetMeshRenderToLayerFXDistortion(base.Actor.FixTransform);
        }
        this.InitBillboard((float)avatarModel.height_HP, avatarModel.bloodBar);
        WaveBloodManager.Instance.AddWaveBloodControl(base.Actor.FixTransform, (float)avatarModel.height_Damage, base.ID);
        this.InitActorState();
    }