示例#1
0
    public ActorPreloadTab GetGlobalPreload()
    {
        ActorPreloadTab loadInfo = new ActorPreloadTab {
            ageActions    = new List <AssetLoadBase>(),
            parPrefabs    = new List <AssetLoadBase>(),
            mesPrefabs    = new List <AssetLoadBase>(),
            spritePrefabs = new List <AssetLoadBase>(),
            soundBanks    = new List <AssetLoadBase>(),
            behaviorXml   = new List <AssetLoadBase>()
        };

        this.BuildAreaTrigger(ref loadInfo);
        this.BuildActionHelper(ref loadInfo);
        this.BuildActionTrigger(ref loadInfo);
        this.BuildCommonSpawnPoints(ref loadInfo);
        this.BuildEquipInBattle(ref loadInfo);
        EffectPlayComponent.Preload(ref loadInfo);
        HudComponent3D.Preload(ref loadInfo);
        CBattleFloatDigitManager.Preload(ref loadInfo);
        OrganHitEffect.Preload(ref loadInfo);
        OrganWrapper.Preload(ref loadInfo);
        KillNotify.Preload(ref loadInfo);
        SkillIndicateSystem.Preload(ref loadInfo);
        ObjAgent.Preload(ref loadInfo);
        CSkillButtonManager.Preload(ref loadInfo);
        UpdateShadowPlane.Preload(ref loadInfo);
        CBattleSystem.Preload(ref loadInfo);
        CSkillData.Preload(ref loadInfo);
        return(loadInfo);
    }
示例#2
0
 public override void OnRelease()
 {
     this.CharInfo           = null;
     this.ObjLinker          = null;
     this.ActorMesh          = null;
     this.ActorMeshAnimation = null;
     this.isRecycled         = true;
     this.ShadowEffect       = null;
     base.OnRelease();
 }
 public override void OnUse()
 {
     base.OnUse();
     this.name               = string.Empty;
     this.isMovable          = true;
     this.isRotatable        = true;
     this.myTransform        = null;
     this.ActorMesh          = null;
     this.ActorMeshAnimation = null;
     this._bVisible          = true;
     this._bInitVisibleDelay = 0;
     this._bInCamera         = false;
     this.ObjID              = 0u;
     this.TheActorMeta       = default(ActorMeta);
     this.TheStaticData      = default(ActorStaticData);
     this.SelfPtr.Release();
     this.ObjLinker                   = null;
     this.ActorControl                = null;
     this.ActorAgent                  = null;
     this.MovementComponent           = null;
     this.SkillControl                = null;
     this.ValueComponent              = null;
     this.HurtControl                 = null;
     this.HudControl                  = null;
     this.AnimControl                 = null;
     this.BuffHolderComp              = null;
     this.MatHurtEffect               = null;
     this.ShadowEffect                = null;
     this.EquipComponent              = null;
     this.DefaultAttackModeControl    = null;
     this.LockTargetAttackModeControl = null;
     this.PetControl                  = null;
     this.OriginalActorMesh           = null;
     this.OriginalMeshAnim            = null;
     this.shape = null;
     this.slotList.Clear();
     this.bChildUpdate             = false;
     this.SMNode                   = null;
     this._location                = VInt3.zero;
     this._forward                 = VInt3.forward;
     this._rotation                = Quaternion.identity;
     this.groundY                  = 0;
     this.hasReachedNavEdge        = false;
     this.pickFlyY                 = 0;
     this.AttackOrderReady         = true;
     this.bOneKiller               = false;
     this.CharInfo                 = null;
     this.HorizonMarker            = null;
     this.BornPos                  = VInt3.zero;
     this.isRecycled               = false;
     this.BornPos                  = VInt3.zero;
     this.PositionRecords          = null;
     this.PositionRecordsLastStamp = 0f;
 }
示例#4
0
 public void ClearAll()
 {
     if (ActionManager.Instance != null)
     {
         ActionManager.Instance.ForceStop();
     }
     if (this.rootObjs != null)
     {
         for (int i = 0; i < this.rootObjs.Length; i++)
         {
             this.ClearObjs((SceneObjType)i);
         }
     }
     this.cachedPrefabs.Clear();
     this.m_resourcesNotExist.Clear();
     UpdateShadowPlane.ClearCache();
     base.StartCoroutine(this.UnloadAssets_Coroutine());
 }