提交人物
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|
@ -292,14 +292,15 @@ public class BattleManager : MonoBehaviour
|
||||
var index = i;
|
||||
if (BattleEquipments[i].EquipmentLock)
|
||||
{
|
||||
PrefabPool.ins.LoadObj("Prefab/player/player", (GameObject obj) =>
|
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PrefabPool.ins.LoadObj("Prefab/player/player",index, (GameObject obj,int idex) =>
|
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{
|
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obj.transform.parent = playerParent[index];
|
||||
obj.transform.parent = playerParent[idex];
|
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obj.transform.localPosition=Vector3.zero;
|
||||
playerItems[index] = new PlayerRunState();
|
||||
playerItems[index].player = obj.GetComponent<PlayerItem>();
|
||||
playerItems[index].equipent = BattleEquipments[index];
|
||||
playerItems[index].RestState();
|
||||
playerItems[idex] = new PlayerRunState();
|
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playerItems[idex].player = obj.GetComponent<PlayerItem>();
|
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playerItems[idex].equipent = BattleEquipments[idex];
|
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playerItems[idex].RestState();
|
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playerItems[idex].player.SetModel(idex+1);
|
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|
||||
});
|
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}
|
||||
|
24
Blacksmith/Assets/Script/Battle/BattleManager.cs.rej
Normal file
24
Blacksmith/Assets/Script/Battle/BattleManager.cs.rej
Normal file
@ -0,0 +1,24 @@
|
||||
diff a/Blacksmith/Assets/Script/Battle/BattleManager.cs b/Blacksmith/Assets/Script/Battle/BattleManager.cs (rejected hunks)
|
||||
@@ -295,15 +295,15 @@
|
||||
var index = i;
|
||||
if (BattleEquipments[i].EquipmentLock)
|
||||
{
|
||||
- PrefabPool.ins.LoadObj("Prefab/player/player", (GameObject obj) =>
|
||||
+ PrefabPool.ins.LoadObj("Prefab/player/player",index, (GameObject obj,int idex) =>
|
||||
{
|
||||
- obj.transform.parent = playerParent[index];
|
||||
+ obj.transform.parent = playerParent[idex];
|
||||
obj.transform.localPosition=Vector3.zero;
|
||||
- playerItems[index] = new PlayerRunState();
|
||||
- playerItems[index].player = obj.GetComponent<PlayerItem>();
|
||||
- playerItems[index].equipent = BattleEquipments[index];
|
||||
- playerItems[index].RestState();
|
||||
-
|
||||
+ playerItems[idex] = new PlayerRunState();
|
||||
+ playerItems[idex].player = obj.GetComponent<PlayerItem>();
|
||||
+ playerItems[idex].equipent = BattleEquipments[idex];
|
||||
+ playerItems[idex].RestState();
|
||||
+ playerItems[idex].player.SetModel(idex+1);
|
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});
|
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}
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}
|
@ -0,0 +1,7 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,6 +2,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using cfg.BlacksmithData;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
using Vector3 = System.Numerics.Vector3;
|
||||
@ -11,12 +12,56 @@ using Vector3 = System.Numerics.Vector3;
|
||||
/// </summary>
|
||||
public class PlayerItem : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private SkeletonAnimation spine;
|
||||
private BattleEquipment _battleEquipment;
|
||||
[SerializeField]
|
||||
private List<GameObject> _gameObjects = new List<GameObject>();
|
||||
|
||||
public playerAniType Type
|
||||
{
|
||||
get
|
||||
{
|
||||
return _type;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_type!=value)
|
||||
{
|
||||
_type = value;
|
||||
switch (_type)
|
||||
{
|
||||
case playerAniType.play:
|
||||
spine.state.SetAnimation(0, "attack_3", true);
|
||||
break;
|
||||
case playerAniType.wait:
|
||||
spine.state.SetAnimation(0, "idle_3", true);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private playerAniType _type = playerAniType.wait;
|
||||
|
||||
public void SetModel(int i)
|
||||
{
|
||||
spine.Skeleton.SetSkin("mod_"+i);
|
||||
spine.Skeleton.SetSlotsToSetupPose();
|
||||
}
|
||||
public void SetData(BattleEquipment battleData)
|
||||
{
|
||||
switch (_type)
|
||||
{
|
||||
case playerAniType.play:
|
||||
spine.state.SetAnimation(0, "attack_3", true);
|
||||
break;
|
||||
case playerAniType.wait:
|
||||
spine.state.SetAnimation(0, "idle_3", true);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
_battleEquipment = battleData;
|
||||
if (_battleEquipment.Weapon!=null)
|
||||
{
|
||||
@ -61,3 +106,9 @@ public class PlayerItem : MonoBehaviour
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum playerAniType
|
||||
{
|
||||
play,
|
||||
wait
|
||||
}
|
@ -49,7 +49,26 @@ public class PrefabPool : MonoBehaviour
|
||||
}
|
||||
});
|
||||
}
|
||||
public void LoadObj(string key,int i,Action<GameObject,int> action)
|
||||
{
|
||||
//如果池中没有该游戏物体或者游戏物体的队列中已经没有剩余的游戏对象时。
|
||||
//在这种情况下需要实例化一个新的物体,然后在判断是否需要在池中新加一个健值对还是直接放入队列中去
|
||||
//然后把新生成的放入池中。
|
||||
|
||||
if (!objDic.ContainsKey(key)||objDic[key].Count==0) {
|
||||
AssetBundleManager.ins.LoadAsset(key, (GameObject obj) =>
|
||||
{
|
||||
obj.name = key;
|
||||
obj.SetActive(true);
|
||||
action.Invoke(obj,i);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
var obj = objDic[key].Dequeue();
|
||||
obj.SetActive(true);
|
||||
action.Invoke(obj,i);
|
||||
}
|
||||
public void RecycleObj(GameObject obj)
|
||||
{
|
||||
//由于生成的预制体的name后面都会加上(Clone),所以我们需要将其去除
|
||||
|
28
Blacksmith/Assets/Script/PrefabPool.cs.rej
Normal file
28
Blacksmith/Assets/Script/PrefabPool.cs.rej
Normal file
@ -0,0 +1,28 @@
|
||||
diff a/Blacksmith/Assets/Script/PrefabPool.cs b/Blacksmith/Assets/Script/PrefabPool.cs (rejected hunks)
|
||||
@@ -34,6 +34,26 @@
|
||||
obj.SetActive(true);
|
||||
action.Invoke(obj);
|
||||
}
|
||||
+ public void LoadObj(string key,int i,Action<GameObject,int> action)
|
||||
+ {
|
||||
+ //如果池中没有该游戏物体或者游戏物体的队列中已经没有剩余的游戏对象时。
|
||||
+ //在这种情况下需要实例化一个新的物体,然后在判断是否需要在池中新加一个健值对还是直接放入队列中去
|
||||
+ //然后把新生成的放入池中。
|
||||
+
|
||||
+ if (!objDic.ContainsKey(key)||objDic[key].Count==0) {
|
||||
+ AssetBundleManager.ins.LoadAsset(key, (GameObject obj) =>
|
||||
+ {
|
||||
+ obj.name = key;
|
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+ obj.SetActive(true);
|
||||
+ action.Invoke(obj,i);
|
||||
+ });
|
||||
+ return;
|
||||
+ }
|
||||
+
|
||||
+ var obj = objDic[key].Dequeue();
|
||||
+ obj.SetActive(true);
|
||||
+ action.Invoke(obj,i);
|
||||
+ }
|
||||
|
||||
public void AddPond(string key,int num)
|
||||
{
|
7
Blacksmith/Assets/Script/PrefabPool.cs.rej.meta
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7
Blacksmith/Assets/Script/PrefabPool.cs.rej.meta
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Loading…
x
Reference in New Issue
Block a user