private ProfessionAvatar createAssassinAvatar(ChaOutInfo info) { GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_assa_avatar"); GameObject rogueGO = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject; Transform cur_model = rogueGO.transform.FindChild("model"); //创建avatar ProfessionAvatar m_proAvatar = new ProfessionAvatar(); string str = "h_"; m_proAvatar.Init_PA(A3_PROFESSION.Assassin, "profession_assa_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model, "Fx_armourFX_assa_"); m_proAvatar.set_body(info.bodyID, info.bodyInte); m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte); m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte); m_proAvatar.set_wing(info.wingID, info.wingInte); m_proAvatar.set_equip_color((uint)info.colorID); if (info.addeff) { m_proAvatar.set_equip_eff(info.bodyID, true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount)); m_curProAvatar = m_proAvatar; return(m_proAvatar); }
private ProfessionAvatar createMagaAvatar(ChaOutInfo info) { GameObject obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_avatar"); GameObject magicGO = GameObject.Instantiate(obj_prefab, standPoint.transform.position, Quaternion.identity) as GameObject; Transform cur_model = magicGO.transform.FindChild("model"); //创建avatar ProfessionAvatar m_proAvatar = new ProfessionAvatar(); string str = "h_"; m_proAvatar.Init_PA(A3_PROFESSION.Mage, "profession_mage_", str, EnumLayer.LM_SELFROLE, EnumMaterial.EMT_EQUIP_H, cur_model.transform, "Fx_armourFX_mage_"); m_proAvatar.set_body(info.bodyID, info.bodyInte); m_proAvatar.set_weaponl(info.weaponLID, info.weaponLInte); //m_proAvatar.set_weaponr(info.weaponRID, info.weaponRInte); m_proAvatar.set_wing(info.wingID, info.wingInte); m_proAvatar.set_equip_color((uint)info.colorID); if (info.addeff) { m_proAvatar.set_equip_eff(info.bodyID, true); } m_proAvatar.set_equip_eff(a3_EquipModel.getInstance().GetEff_lvl(info.activecount)); m_curProAvatar = m_proAvatar; //火焰 Transform cur_r_finger1 = magicGO.transform.FindChild("model/R_Finger1"); obj_prefab = GAMEAPI.ABFight_LoadPrefab("model_avatar_ui_mage_r_finger_fire"); GameObject light_fire = GameObject.Instantiate(obj_prefab) as GameObject; light_fire.transform.SetParent(cur_r_finger1, false); return(m_proAvatar); }
private GameObject createMagaAvatar(ChaOutInfo info) { GameObject original = Resources.Load <GameObject>("profession/avatar_ui/mage_avatar"); GameObject gameObject = UnityEngine.Object.Instantiate(original, this.standPoint.transform.position, Quaternion.identity) as GameObject; Transform transform = gameObject.transform.FindChild("model"); ProfessionAvatar professionAvatar = new ProfessionAvatar(); professionAvatar.Init("profession/mage/", "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, transform.transform, "Fx/armourFX/mage/"); professionAvatar.set_body(info.bodyID, info.bodyInte); professionAvatar.set_weaponl(info.weaponLID, info.weaponLInte); professionAvatar.set_weaponr(info.weaponRID, info.weaponRInte); professionAvatar.set_wing(info.wingID, info.wingInte); professionAvatar.set_equip_color((uint)info.colorID); bool addeff = info.addeff; if (addeff) { professionAvatar.set_equip_eff(info.bodyID, true); } this.m_curProAvatar = professionAvatar; Transform parent = gameObject.transform.FindChild("model/R_Finger1"); original = Resources.Load <GameObject>("profession/avatar_ui/mage_r_finger_fire"); GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(original); gameObject2.transform.SetParent(parent, false); return(gameObject); }
private ProfessionAvatar createAvatar(int chaIdx) { if (chaIdx < 0) { return(null); } Variant chas = muNetCleint.instance.charsInfoInst.getChas(); debug.Log("III" + chas.dump()); Variant curcha = chas[chaIdx]; ChaOutInfo info = new ChaOutInfo(); GetChaEqpInfo(curcha, 3, out info.bodyID, out info.bodyInte); GetChaWingInfo(curcha, out info.wingID, out info.wingInte); GetColorInfo(curcha, out info.colorID); GetEqpEff(curcha, out info.addeff, out info.activecount); int carr = curcha["carr"]; ProfessionAvatar go = null; switch (carr) { case 2: GetChaEqpInfo(curcha, 6, out info.weaponRID, out info.weaponRInte); go = createWarriorAvatar(info); break; case 3: GetChaEqpInfo(curcha, 6, out info.weaponLID, out info.weaponLInte); go = createMagaAvatar(info); break; case 4: //go = createArcherAvatar(info); break; case 5: GetChaEqpInfo(curcha, 6, out info.weaponRID, out info.weaponRInte); GetChaEqpInfo(curcha, 6, out info.weaponLID, out info.weaponLInte); go = createAssassinAvatar(info); break; } foreach (Transform tran in go.m_curModel.GetComponentsInChildren <Transform>()) { tran.gameObject.layer = EnumLayer.LM_SELFROLE;// 更改物体的Layer层 } return(go); }
private GameObject createAvatar(int chaIdx) { bool flag = chaIdx < 0; GameObject result; if (flag) { result = null; } else { Variant chas = muNetCleint.instance.charsInfoInst.getChas(); debug.Log("III" + chas.dump()); Variant variant = chas[chaIdx]; ChaOutInfo info = default(ChaOutInfo); this.GetChaEqpInfo(variant, 3, out info.bodyID, out info.bodyInte); this.GetChaWingInfo(variant, out info.wingID, out info.wingInte); this.GetColorInfo(variant, out info.colorID); this.GetEqpEff(variant, out info.addeff); int num = variant["carr"]; GameObject gameObject = null; switch (num) { case 2: this.GetChaEqpInfo(variant, 6, out info.weaponRID, out info.weaponRInte); gameObject = this.createWarriorAvatar(info); break; case 3: this.GetChaEqpInfo(variant, 6, out info.weaponLID, out info.weaponLInte); gameObject = this.createMagaAvatar(info); break; case 4: gameObject = this.createArcherAvatar(info); break; case 5: this.GetChaEqpInfo(variant, 6, out info.weaponRID, out info.weaponRInte); this.GetChaEqpInfo(variant, 6, out info.weaponLID, out info.weaponLInte); gameObject = this.createAssassinAvatar(info); break; } result = gameObject; } return(result); }
private GameObject createAssassinAvatar(ChaOutInfo info) { GameObject original = Resources.Load <GameObject>("profession/avatar_ui/assa_avatar"); GameObject gameObject = UnityEngine.Object.Instantiate(original, this.standPoint.transform.position, Quaternion.identity) as GameObject; Transform cur_model = gameObject.transform.FindChild("model"); ProfessionAvatar professionAvatar = new ProfessionAvatar(); professionAvatar.Init("profession/assa/", "h_", EnumLayer.LM_FX, EnumMaterial.EMT_EQUIP_H, cur_model, "Fx/armourFX/assa/"); professionAvatar.set_body(info.bodyID, info.bodyInte); professionAvatar.set_weaponl(info.weaponLID, info.weaponLInte); professionAvatar.set_weaponr(info.weaponRID, info.weaponRInte); professionAvatar.set_wing(info.wingID, info.wingInte); professionAvatar.set_equip_color((uint)info.colorID); bool addeff = info.addeff; if (addeff) { professionAvatar.set_equip_eff(info.bodyID, true); } this.m_curProAvatar = professionAvatar; return(gameObject); }
private GameObject createArcherAvatar(ChaOutInfo info) {//TODO return(null); }