protected override void Init_Model() { //AssetbundleLoader.AssetLoad( AssetbundleLoader.CreateSuffixForPlatform( resInfo.modelFile ), OnLoadedModelGO ); //추후 어셋번들에서 읽어오게 수정 //MobTableLowData.MobInfo mosterInfo = _LowDataMgr.instance.GetMonsterInfo(npcInfo.Id); GameObject _unit = UnitModelHelper.NPCModelLoad(npcInfo.Id, QualityManager.instance.GetModelQuality()); CharInfo.animDatas = _LowDataMgr.instance.AniInfoSetting(npcInfo.prefab, _unit, npcInfo.AniId); //_LowDataMgr.instance.GetUnitAniInfo(mosterInfo.AniId); if (CharInfo.animDatas != null) { CharInfo.MaxAnimCombo = UnitDataFactory.CountingMaxAnimCombo(CharInfo.animDatas); } else { Debug.LogError(string.Format("NotFound AniData MonsterID:{0}", npcInfo.Id)); } OnLoadedModelGO(_unit); NGUITools.SetLayer(gameObject, 14); SetShaderEnvironment(); }
protected override void Init_Model() { //AssetbundleLoader.AssetLoad( AssetbundleLoader.CreateSuffixForPlatform( resInfo.modelFile ), OnLoadedModelGO ); //추후 다 어셋번들에서 읽어오게 해야함 GameObject _unit = null; if (syncData._isPartner) { Partner.PartnerDataInfo partner = _LowDataMgr.instance.GetPartnerInfo(syncData._partnerID); _unit = UnitModelHelper.PartnerModelLoad(syncData._partnerID, ref WeaponEffects, true, partner.RightWeaDummy, partner.LeftWeaDummy, QualityManager.instance.GetModelQuality()); CharInfo.animDatas = _LowDataMgr.instance.AniInfoSetting(partner.prefab, _unit, partner.AniId); } else { _unit = UnitModelHelper.PCModelLoad(syncData._charIdx, syncData._HeadItem, syncData._CostumeItem, syncData._ClothItem, syncData._WeaponItem, syncData._HideCostume, ref WeaponEffects, QualityManager.instance.GetModelQuality()); //무조건 플레이어의 애니메이션 ID는 코스튬에서 읽어와야한다 CharInfo.animDatas = _LowDataMgr.instance.AniInfoSetting(_LowDataMgr.instance.GetLowDataSkillSet(syncData._SkillSetId).AniPath,//_LowDataMgr.instance.GetLowDataCostumeInfo(syncData._CostumeItem).Bodyprefab, _unit, _LowDataMgr.instance.GetLowDataSkillSet(syncData._SkillSetId).AniId); //_LowDataMgr.instance.GetLowDataCostumeInfo(syncData._CostumeItem).AniId); } CharInfo.MaxAnimCombo = UnitDataFactory.CountingMaxAnimCombo(CharInfo.animDatas); OnLoadedModelGO(_unit); NGUITools.SetLayer(gameObject, 14); SetShaderEnvironment(); }