【称号时装坐骑】初提
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m_Script: {fileID: 11500000, guid: e459a084d8e15a240b58db751097122b, type: 3}
|
||||
m_Name:
|
||||
|
|
@ -136,8 +136,8 @@ RectTransform:
|
|||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 1055590887172563160}
|
||||
- {fileID: 764014018822863512}
|
||||
- {fileID: 1055590887172563160}
|
||||
- {fileID: 7815803941768187495}
|
||||
m_Father: {fileID: 224440747589353134}
|
||||
m_RootOrder: 0
|
||||
|
|
@ -145,7 +145,7 @@ RectTransform:
|
|||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 100, y: 100}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &3373279371152457450
|
||||
GameObject:
|
||||
|
|
@ -175,12 +175,12 @@ RectTransform:
|
|||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 6716452405183363615}
|
||||
m_RootOrder: 1
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 100, y: 100}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &3474375057190085441
|
||||
GameObject:
|
||||
|
|
@ -215,7 +215,7 @@ RectTransform:
|
|||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0.00000333786, y: 0.00000012945384}
|
||||
m_SizeDelta: {x: 100, y: 100}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!1 &3978225281938535133
|
||||
GameObject:
|
||||
|
|
@ -245,10 +245,10 @@ RectTransform:
|
|||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 6716452405183363615}
|
||||
m_RootOrder: 0
|
||||
m_RootOrder: 1
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 100, y: 100}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
|
|
|
|||
|
|
@ -4,5 +4,5 @@ folderAsset: yes
|
|||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName: lz4/spine/npc_map
|
||||
assetBundleVariant: unity3d
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 495 KiB After Width: | Height: | Size: 495 KiB |
|
|
@ -75,7 +75,7 @@ TextureImporter:
|
|||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 6f853aa905276d7498b9bf9d6ef6fb4f
|
||||
spriteID: f6e2b2a19ecab4744a8febeb409e6e9a
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -2278,4 +2278,60 @@ EquipPositionIcon = {
|
|||
[4] = "r_hero_zhuangbeiguanlikuang_04_zh",
|
||||
[5] = "b_baowuxitong_hunbao_zh",
|
||||
[6] = "b_baowuxitong_linbao_zh"
|
||||
}
|
||||
}
|
||||
-- 设置角色行走方向
|
||||
-- WALK_DIR = {
|
||||
-- IDLE_FRONT = {animation = "idle2", y = 0},
|
||||
-- IDLE_BACK = {animation = "idle3", y = 0},
|
||||
-- IDLE_RIGHT = {animation = "idle1", y = 0},
|
||||
-- IDLE_LEFT = {animation = "idle2", y = 0},
|
||||
-- RUN_RIGHT = {animation = "run1", y = 180},
|
||||
-- RUN_LEFT = {animation = "run1", y = 0},
|
||||
-- RUN_UP = {animation = "run3", y = 0},
|
||||
-- RUN_DOWN = {animation = "run2", y = 0},
|
||||
-- }
|
||||
WALK_DIR = {
|
||||
IDLE_FRONT = 1,-- 站立_向前
|
||||
IDLE_BACK = 2,-- 站立_向后
|
||||
IDLE_LEFT = 3,-- 站立_向左
|
||||
IDLE_RIGHT = 4,-- 站立_向右
|
||||
RUN_RIGHT = 5,-- 跑_向右
|
||||
RUN_LEFT = 6,-- 跑_向左
|
||||
RUN_UP = 7,-- 跑_向上
|
||||
RUN_DOWN = 8,-- 跑_向下
|
||||
JINGYA = 9,--惊讶
|
||||
LAUCH = 10,--发射
|
||||
TOUCH = 11,--轻按
|
||||
}
|
||||
PLAYER_WALK_DIR = {
|
||||
--没有坐骑的时候
|
||||
IDLE = {animation = "idle", y = 0},
|
||||
IDLEBACK = {animation = "idle", y = 180},
|
||||
JINGYA = {animation = "jingya", y = 0},
|
||||
LAUCH = {animation = "lauch", y = 0},
|
||||
TOUCH = {animation = "touch", y = 0},
|
||||
RIGHT = {animation = "move2", y = 0},
|
||||
LEFT = {animation = "move2", y = 180},
|
||||
UP = {animation = "move3", y = 0},
|
||||
DOWN = {animation = "move", y = 0},
|
||||
--有坐骑的时候
|
||||
IDLE_FRONT = {animation = "ride_idle2", y = 0},
|
||||
IDLE_BACK = {animation = "ride_idle3", y = 180},
|
||||
IDLE_RIGHT = {animation = "ride_idle1", y = 180},
|
||||
IDLE_LEFT = {animation = "ride_idle1", y = 0},
|
||||
RUN_RIGHT = {animation = "ride_move1", y = 180},
|
||||
RUN_LEFT = {animation = "ride_move1", y = 0},
|
||||
RUN_UP = {animation = "ride_move3", y = 0},
|
||||
RUN_DOWN = {animation = "ride_move2", y = 0},
|
||||
}
|
||||
-- 设置角色行走方向
|
||||
RIDE_WALK_DIR = {
|
||||
IDLE_FRONT = {animation = "idle2", y = 0},
|
||||
IDLE_BACK = {animation = "idle3", y = 0},
|
||||
IDLE_RIGHT = {animation = "idle1", y = 0},
|
||||
IDLE_LEFT = {animation = "idle2", y = 0},
|
||||
RUN_RIGHT = {animation = "run1", y = 180},
|
||||
RUN_LEFT = {animation = "run1", y = 0},
|
||||
RUN_UP = {animation = "run3", y = 0},
|
||||
RUN_DOWN = {animation = "run2", y = 0},
|
||||
}
|
||||
|
|
@ -285,6 +285,9 @@ FRIEND_ISAPPLYED_FIELD = protobuf.FieldDescriptor();
|
|||
FRIEND_HEAD_FIELD = protobuf.FieldDescriptor();
|
||||
FRIEND_FRAME_FIELD = protobuf.FieldDescriptor();
|
||||
FRIEND_SOULVAL_FIELD = protobuf.FieldDescriptor();
|
||||
FRIEND_USERSKIN_FIELD = protobuf.FieldDescriptor();
|
||||
FRIEND_USERTITLE_FIELD = protobuf.FieldDescriptor();
|
||||
FRIEND_USERMOUNT_FIELD = protobuf.FieldDescriptor();
|
||||
GIFTGOODSINFO = protobuf.Descriptor();
|
||||
GIFTGOODSINFO_GOODSID_FIELD = protobuf.FieldDescriptor();
|
||||
GIFTGOODSINFO_BUYTIMES_FIELD = protobuf.FieldDescriptor();
|
||||
|
|
@ -3328,11 +3331,41 @@ FRIEND_SOULVAL_FIELD.default_value = 0
|
|||
FRIEND_SOULVAL_FIELD.type = 5
|
||||
FRIEND_SOULVAL_FIELD.cpp_type = 1
|
||||
|
||||
FRIEND_USERSKIN_FIELD.name = "userSkin"
|
||||
FRIEND_USERSKIN_FIELD.full_name = ".rpc.protocols.Friend.userSkin"
|
||||
FRIEND_USERSKIN_FIELD.number = 15
|
||||
FRIEND_USERSKIN_FIELD.index = 10
|
||||
FRIEND_USERSKIN_FIELD.label = 1
|
||||
FRIEND_USERSKIN_FIELD.has_default_value = false
|
||||
FRIEND_USERSKIN_FIELD.default_value = 0
|
||||
FRIEND_USERSKIN_FIELD.type = 5
|
||||
FRIEND_USERSKIN_FIELD.cpp_type = 1
|
||||
|
||||
FRIEND_USERTITLE_FIELD.name = "userTitle"
|
||||
FRIEND_USERTITLE_FIELD.full_name = ".rpc.protocols.Friend.userTitle"
|
||||
FRIEND_USERTITLE_FIELD.number = 16
|
||||
FRIEND_USERTITLE_FIELD.index = 11
|
||||
FRIEND_USERTITLE_FIELD.label = 1
|
||||
FRIEND_USERTITLE_FIELD.has_default_value = false
|
||||
FRIEND_USERTITLE_FIELD.default_value = 0
|
||||
FRIEND_USERTITLE_FIELD.type = 5
|
||||
FRIEND_USERTITLE_FIELD.cpp_type = 1
|
||||
|
||||
FRIEND_USERMOUNT_FIELD.name = "userMount"
|
||||
FRIEND_USERMOUNT_FIELD.full_name = ".rpc.protocols.Friend.userMount"
|
||||
FRIEND_USERMOUNT_FIELD.number = 17
|
||||
FRIEND_USERMOUNT_FIELD.index = 12
|
||||
FRIEND_USERMOUNT_FIELD.label = 1
|
||||
FRIEND_USERMOUNT_FIELD.has_default_value = false
|
||||
FRIEND_USERMOUNT_FIELD.default_value = 0
|
||||
FRIEND_USERMOUNT_FIELD.type = 5
|
||||
FRIEND_USERMOUNT_FIELD.cpp_type = 1
|
||||
|
||||
FRIEND.name = "Friend"
|
||||
FRIEND.full_name = ".rpc.protocols.Friend"
|
||||
FRIEND.nested_types = {}
|
||||
FRIEND.enum_types = {}
|
||||
FRIEND.fields = {FRIEND_ID_FIELD, FRIEND_NAME_FIELD, FRIEND_LV_FIELD, FRIEND_OFFLINETIME_FIELD, FRIEND_HAVEREWARD_FIELD, FRIEND_ISGIVE_FIELD, FRIEND_ISAPPLYED_FIELD, FRIEND_HEAD_FIELD, FRIEND_FRAME_FIELD, FRIEND_SOULVAL_FIELD}
|
||||
FRIEND.fields = {FRIEND_ID_FIELD, FRIEND_NAME_FIELD, FRIEND_LV_FIELD, FRIEND_OFFLINETIME_FIELD, FRIEND_HAVEREWARD_FIELD, FRIEND_ISGIVE_FIELD, FRIEND_ISAPPLYED_FIELD, FRIEND_HEAD_FIELD, FRIEND_FRAME_FIELD, FRIEND_SOULVAL_FIELD, FRIEND_USERSKIN_FIELD, FRIEND_USERTITLE_FIELD, FRIEND_USERMOUNT_FIELD}
|
||||
FRIEND.is_extendable = false
|
||||
FRIEND.extensions = {}
|
||||
GIFTGOODSINFO_GOODSID_FIELD.name = "goodsId"
|
||||
|
|
|
|||
|
|
@ -24,6 +24,9 @@ FAMILYUSERINFO_GUILDHELPTIME_FIELD = protobuf.FieldDescriptor();
|
|||
FAMILYUSERINFO_ISTAKEGUILDHELPREWARD_FIELD = protobuf.FieldDescriptor();
|
||||
FAMILYUSERINFO_GUILDHELPINFO_FIELD = protobuf.FieldDescriptor();
|
||||
FAMILYUSERINFO_LASTHELPSENDTIME_FIELD = protobuf.FieldDescriptor();
|
||||
FAMILYUSERINFO_USERSKIN_FIELD = protobuf.FieldDescriptor();
|
||||
FAMILYUSERINFO_USERTITLE_FIELD = protobuf.FieldDescriptor();
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD = protobuf.FieldDescriptor();
|
||||
CARDELAYPROGRESSINDICATION = protobuf.Descriptor();
|
||||
CARDELAYPROGRESSINDICATION_PROGRESS_FIELD = protobuf.FieldDescriptor();
|
||||
CARDELAYPROGRESSINDICATION_ENDTIME_FIELD = protobuf.FieldDescriptor();
|
||||
|
|
@ -550,11 +553,41 @@ FAMILYUSERINFO_LASTHELPSENDTIME_FIELD.default_value = 0
|
|||
FAMILYUSERINFO_LASTHELPSENDTIME_FIELD.type = 5
|
||||
FAMILYUSERINFO_LASTHELPSENDTIME_FIELD.cpp_type = 1
|
||||
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.name = "userSkin"
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.full_name = ".rpc.protocols.FamilyUserInfo.userSkin"
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.number = 20
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.index = 19
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.label = 1
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.has_default_value = false
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.default_value = 0
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.type = 5
|
||||
FAMILYUSERINFO_USERSKIN_FIELD.cpp_type = 1
|
||||
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.name = "userTitle"
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.full_name = ".rpc.protocols.FamilyUserInfo.userTitle"
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.number = 21
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.index = 20
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.label = 1
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.has_default_value = false
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.default_value = 0
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.type = 5
|
||||
FAMILYUSERINFO_USERTITLE_FIELD.cpp_type = 1
|
||||
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.name = "userMount"
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.full_name = ".rpc.protocols.FamilyUserInfo.userMount"
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.number = 22
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.index = 21
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.label = 1
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.has_default_value = false
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.default_value = 0
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.type = 5
|
||||
FAMILYUSERINFO_USERMOUNT_FIELD.cpp_type = 1
|
||||
|
||||
FAMILYUSERINFO.name = "FamilyUserInfo"
|
||||
FAMILYUSERINFO.full_name = ".rpc.protocols.FamilyUserInfo"
|
||||
FAMILYUSERINFO.nested_types = {}
|
||||
FAMILYUSERINFO.enum_types = {}
|
||||
FAMILYUSERINFO.fields = {FAMILYUSERINFO_ROLEUID_FIELD, FAMILYUSERINFO_USERNAME_FIELD, FAMILYUSERINFO_USERLEVEL_FIELD, FAMILYUSERINFO_POSITION_FIELD, FAMILYUSERINFO_CONTRIBUTE_FIELD, FAMILYUSERINFO_SECONDS_FIELD, FAMILYUSERINFO_CONTRIBUTETODAY_FIELD, FAMILYUSERINFO_SOULFORCE_FIELD, FAMILYUSERINFO_HEAD_FIELD, FAMILYUSERINFO_FRAME_FIELD, FAMILYUSERINFO_MAXBOSSHURT_FIELD, FAMILYUSERINFO_LASTHURT_FIELD, FAMILYUSERINFO_TAKEFETEREWARD_FIELD, FAMILYUSERINFO_LASTFETEGUILDID_FIELD, FAMILYUSERINFO_LASTFETETYPE_FIELD, FAMILYUSERINFO_GUILDHELPTIME_FIELD, FAMILYUSERINFO_ISTAKEGUILDHELPREWARD_FIELD, FAMILYUSERINFO_GUILDHELPINFO_FIELD, FAMILYUSERINFO_LASTHELPSENDTIME_FIELD}
|
||||
FAMILYUSERINFO.fields = {FAMILYUSERINFO_ROLEUID_FIELD, FAMILYUSERINFO_USERNAME_FIELD, FAMILYUSERINFO_USERLEVEL_FIELD, FAMILYUSERINFO_POSITION_FIELD, FAMILYUSERINFO_CONTRIBUTE_FIELD, FAMILYUSERINFO_SECONDS_FIELD, FAMILYUSERINFO_CONTRIBUTETODAY_FIELD, FAMILYUSERINFO_SOULFORCE_FIELD, FAMILYUSERINFO_HEAD_FIELD, FAMILYUSERINFO_FRAME_FIELD, FAMILYUSERINFO_MAXBOSSHURT_FIELD, FAMILYUSERINFO_LASTHURT_FIELD, FAMILYUSERINFO_TAKEFETEREWARD_FIELD, FAMILYUSERINFO_LASTFETEGUILDID_FIELD, FAMILYUSERINFO_LASTFETETYPE_FIELD, FAMILYUSERINFO_GUILDHELPTIME_FIELD, FAMILYUSERINFO_ISTAKEGUILDHELPREWARD_FIELD, FAMILYUSERINFO_GUILDHELPINFO_FIELD, FAMILYUSERINFO_LASTHELPSENDTIME_FIELD, FAMILYUSERINFO_USERSKIN_FIELD, FAMILYUSERINFO_USERTITLE_FIELD, FAMILYUSERINFO_USERMOUNT_FIELD}
|
||||
FAMILYUSERINFO.is_extendable = false
|
||||
FAMILYUSERINFO.extensions = {}
|
||||
CARDELAYPROGRESSINDICATION_PROGRESS_FIELD.name = "progress"
|
||||
|
|
|
|||
|
|
@ -73,8 +73,8 @@ local startUV = {
|
|||
local maxIcon = 9
|
||||
-- NPC
|
||||
local roleRootPath = "UI_effect_DiTu_huoguang"
|
||||
local npc1 = "live2d_npc_map"
|
||||
local npc2 = "live2d_npc_map_nv"
|
||||
-- local npc1 = "live2d_npc_map"
|
||||
-- local npc2 = "live2d_npc_map_nv"
|
||||
local npc, scale
|
||||
local testAnims = {
|
||||
"jingya",
|
||||
|
|
@ -92,12 +92,12 @@ local m_orginLayer
|
|||
-- 角色停止行走时的朝向, 上 下 左 右,1 2 3 4
|
||||
local m_faceDir = 0
|
||||
-- 设置角色行走方向
|
||||
local WALK_DIR = {
|
||||
RIGHT = {animation = "move2", y = 0},
|
||||
LEFT = {animation = "move2", y = 180},
|
||||
UP = {animation = "move3", y = 0},
|
||||
DOWN = {animation = "move", y = 0},
|
||||
}
|
||||
-- local WALK_DIR = {
|
||||
-- RIGHT = {animation = "move2", y = 0},
|
||||
-- LEFT = {animation = "move2", y = 180},
|
||||
-- UP = {animation = "move3", y = 0},
|
||||
-- DOWN = {animation = "move", y = 0},
|
||||
-- }
|
||||
-- 宝箱特效的位置
|
||||
local boxEffectPos = {
|
||||
[1] = Vector3.New(44, 140, 0),
|
||||
|
|
@ -107,7 +107,7 @@ local boxEffectPos = {
|
|||
|
||||
local m_roleFaceDir = Vector2.New(-1, 0)
|
||||
|
||||
local SkeletonGraphic
|
||||
-- local SkeletonGraphic
|
||||
------------- 关卡地图的相关设置 -----------------
|
||||
-- 地图的显示初始位置
|
||||
|
||||
|
|
@ -128,7 +128,8 @@ this.buffTipList = {}
|
|||
local hitCallBack = function ()
|
||||
this.targetTimer = nil
|
||||
this.BattleEnd() -- 战斗结束
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||||
this.targetTimer = Timer.New(function () -- 延迟生成下一个小怪
|
||||
if not isPanelClose then
|
||||
this.LoadPointIcon(math.random(1, maxIcon), false)
|
||||
|
|
@ -287,18 +288,22 @@ function this.LoadRole(u, v)
|
|||
this.role.transform.localPosition = Vector3(v3.x, v3.y, v3.z - 10)
|
||||
this.role.transform.localScale = Vector3.one * 1.5
|
||||
|
||||
npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
|
||||
scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
|
||||
|
||||
this.NpcGO = poolManager:LoadLive(npc, Util.GetTransform(this.role, "root/ui/roleRoot"), Vector3.one * scale, Vector3.zero)
|
||||
-- npc = NameManager.roleSex == ROLE_SEX.BOY and npc1 or npc2
|
||||
-- scale = NameManager.roleSex == ROLE_SEX.BOY and 1 or 0.5
|
||||
-- this.NpcGO = poolManager:LoadLive(npc, Util.GetTransform(this.role, "root/ui/roleRoot"), Vector3.one * scale, Vector3.zero)
|
||||
-- this.NpcGO.name = "npc"
|
||||
this.NpcGO = PlayerLiveView:New(Util.GetTransform(this.role, "root/ui/roleRoot"),1, nil)
|
||||
this.NpcGO:OnOpen()
|
||||
this.NpcGO.name = "npc"
|
||||
this.NpcGO.leader.transform.localScale = Vector3.New(100,100,100)
|
||||
this.roleCurPos = TileMapView.GetMapData():GetMapData(u, v)
|
||||
|
||||
this.roleRoot = Util.GetGameObject(this.role, "root/ui/roleRoot")
|
||||
SkeletonGraphic = Util.GetGameObject(this.role, "root/ui/roleRoot/npc"):GetComponent("SkeletonGraphic")
|
||||
-- SkeletonGraphic = Util.GetGameObject(this.role, "root/ui/roleRoot/npc"):GetComponent("SkeletonGraphic")
|
||||
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "lauch", false)
|
||||
SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "lauch", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.LAUCH)
|
||||
-- SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
this.bLeaderIsIdle = true
|
||||
|
||||
this.battleEffect = Util.GetGameObject(this.role, "root/ui/quickBattleEffect")
|
||||
|
|
@ -533,23 +538,24 @@ function this.SetRoleDirAction(u, v, isBack)
|
|||
local dV = isBack and this.roleCurPos.v - v or v - this.roleCurPos.v
|
||||
|
||||
if dU > 0 then
|
||||
this.SetWalkDir(WALK_DIR.RIGHT)
|
||||
this.SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
elseif dU < 0 then
|
||||
this.SetWalkDir(WALK_DIR.LEFT)
|
||||
this.SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
elseif dV < 0 then
|
||||
this.SetWalkDir(WALK_DIR.UP)
|
||||
this.SetWalkDir(WALK_DIR.RUN_UP)
|
||||
elseif dV > 0 then
|
||||
this.SetWalkDir(WALK_DIR.DOWN)
|
||||
this.SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function this.SetWalkDir(dir)
|
||||
if not curDir or curDir ~= dir then
|
||||
curDir = dir
|
||||
SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
end
|
||||
this.NpcGO:SetWalkDir(dir)
|
||||
-- if not curDir or curDir ~= dir then
|
||||
-- curDir = dir
|
||||
-- SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
-- end
|
||||
end
|
||||
|
||||
-- 角色停止行走时的朝向
|
||||
|
|
@ -584,8 +590,9 @@ end
|
|||
function this.PlayerIdle()
|
||||
this.bLeaderIsIdle = true
|
||||
if SkeletonGraphic and SkeletonGraphic.AnimationState then
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||||
end
|
||||
curDir = nil
|
||||
end
|
||||
|
|
@ -666,7 +673,9 @@ function this.NotBattleShow()
|
|||
end, 0.5)
|
||||
this.targetTimer:Start()
|
||||
-- 随意一个动画
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, testAnims[math.random(1, 3)], false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, testAnims[math.random(1, 3)], false)
|
||||
local randomNum = math.random(9, 11)
|
||||
this.NpcGO:SetWalkDir(randomNum)
|
||||
end
|
||||
end, 1)
|
||||
this.battleTimer:Start()
|
||||
|
|
@ -678,29 +687,34 @@ function this.SetIconShow(iconType)
|
|||
local point = this.iconList[selectPointPos]
|
||||
|
||||
if iconType == 8 or iconType == 11 then -- 宝箱
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.JINGYA)
|
||||
iconAction.public_MeGetBaby(iconType, m_faceDir, point, function ()
|
||||
this.NotBattleShow()
|
||||
end)
|
||||
elseif iconType == 7 then -- NPC, 不一样的BB
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.JINGYA)
|
||||
iconAction.public_MeetYourGrandPa(iconType, m_faceDir, point, function ()
|
||||
this.NotBattleShow()
|
||||
end)
|
||||
|
||||
elseif iconType == 3 then -- 回血buff
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.JINGYA)
|
||||
iconAction.public_EndDialogue()
|
||||
iconAction.public_GiveMeMilk(iconType, point, m_faceDir, selectPointPos, function ()
|
||||
this.NotBattleShow()
|
||||
end)
|
||||
elseif iconType == 14 then -- 攻击buff
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.JINGYA)
|
||||
iconAction.public_GetBuff(iconType, function ()
|
||||
this.NotBattleShow()
|
||||
end)
|
||||
elseif iconType == 15 then -- 防御buff
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "jingya", false)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.JINGYA)
|
||||
iconAction.public_GetBuff(iconType, function ()
|
||||
this.NotBattleShow()
|
||||
end)
|
||||
|
|
@ -859,7 +873,8 @@ end
|
|||
function this.StopAction()
|
||||
callList:Clear()
|
||||
FightPointPassManager.isBeginFight = true
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
this.NpcGO:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||||
this.moneyEffect:SetActive(false)
|
||||
this.hitEffect:SetActive(false)
|
||||
iconAction.public_HideEffect()
|
||||
|
|
@ -877,7 +892,8 @@ function this.OnGameOver()
|
|||
Log("注销一次地图资源")
|
||||
poolManager:UnLoadAsset(mapCtrl, this.mapRoot, PoolManager.AssetType.GameObject)
|
||||
poolManager:UnLoadAsset(roleRootPath, this.role, PoolManager.AssetType.GameObject)
|
||||
poolManager:UnLoadAsset(npc, this.NpcGO, PoolManager.AssetType.GameObject)
|
||||
-- poolManager:UnLoadAsset(npc, this.NpcGO, PoolManager.AssetType.GameObject)
|
||||
this.NpcGO:OnClose()
|
||||
poolManager:UnLoadAsset(effectPath, this.moneyEffect, PoolManager.AssetType.GameObject)
|
||||
UIManager.camera.clearFlags = CameraClearFlags.Skybox
|
||||
TileMapView.Exit()
|
||||
|
|
|
|||
|
|
@ -302,15 +302,15 @@ function this:BindEvent()
|
|||
-- view:SetAutoMove()
|
||||
-- end
|
||||
curNPCList = {}
|
||||
PlayerManager.GetMainPlayerNPCData(function(NPCList)
|
||||
for i = 1, #NPCList do
|
||||
local view = MainPlayerView.New(false, this.btnClickMove, rect, Vector2.New(math.random(rect.xMin, rect.xMax), math.random(rect.yMin, rect.yMax)),NPCList[i].sex)
|
||||
view.NameText.text = NPCList[i].userName or NPCList[i].name
|
||||
view:SetAutoMove()
|
||||
view.leader.transform.name = "MainPlayerView"..i
|
||||
table.insert(curNPCList,view)
|
||||
end
|
||||
end)
|
||||
-- PlayerManager.GetMainPlayerNPCData(function(NPCList)
|
||||
-- for i = 1, #NPCList do
|
||||
-- local view = MainPlayerView.New(false, this.btnClickMove, rect, Vector2.New(math.random(rect.xMin, rect.xMax), math.random(rect.yMin, rect.yMax)),NPCList[i].sex)
|
||||
-- view.NameText.text = NPCList[i].userName or NPCList[i].name
|
||||
-- view:SetAutoMove()
|
||||
-- view.leader.transform.name = "MainPlayerView"..i
|
||||
-- table.insert(curNPCList,view)
|
||||
-- end
|
||||
-- end)
|
||||
self.playerView = MainPlayerView.New(true, this.btnClickMove, rect, Vector2.New(-1210, 0))
|
||||
table.insert(curNPCList,self.playerView)
|
||||
--角色点击行走
|
||||
|
|
|
|||
|
|
@ -2,8 +2,10 @@
|
|||
MainPlayerView.__index = MainPlayerView
|
||||
|
||||
local mapNpcOp = "UI_MainPlayer"
|
||||
require("View/PlayerLiveView")
|
||||
function MainPlayerView.New(isSelf, root, rect, pos,_sex)
|
||||
local instance = {}
|
||||
local instance
|
||||
instance = {}
|
||||
setmetatable(instance, MainPlayerView)
|
||||
|
||||
instance.isSelf = isSelf
|
||||
|
|
@ -21,37 +23,23 @@ function MainPlayerView.New(isSelf, root, rect, pos,_sex)
|
|||
Util.GetGameObject(instance.leader, "name/text"):SetActive(true)
|
||||
Util.GetGameObject(instance.leader, "name/text2"):SetActive(false)
|
||||
sex = NameManager.roleSex
|
||||
-- instance.NpcGO = PlayerLiveView:New(instance.roleRootTran,1, nil)
|
||||
else
|
||||
instance.NameText = Util.GetGameObject(instance.leader, "name/text2"):GetComponent("Text")
|
||||
Util.GetGameObject(instance.leader, "name/text"):SetActive(false)
|
||||
Util.GetGameObject(instance.leader, "name/text2"):SetActive(true)
|
||||
sex = _sex or math.random(0,1)
|
||||
local PlayerLiveViewData = {
|
||||
skin = 80012,
|
||||
}
|
||||
-- instance.NpcGO = PlayerLiveView:New(instance.roleRootTran,2, PlayerLiveViewData)
|
||||
end
|
||||
instance.NpcGO = PlayerLiveView:New(instance.roleRootTran,1, nil)
|
||||
instance.NpcGO:OnOpen()
|
||||
instance.NameText.text = PlayerManager.nickName
|
||||
|
||||
npc = ConfigManager.GetConfigDataByKey(ConfigName.PlayerRole, "Role", sex).LiveAnimName
|
||||
scale = sex == ROLE_SEX.BOY and 4 or 2
|
||||
|
||||
instance.NpcGO = poolManager:LoadAsset(npc, PoolManager.AssetType.GameObject)
|
||||
if not instance.NpcGO then
|
||||
LogRed("npc:"..npc.."资源不存在")
|
||||
else
|
||||
instance.NpcGO:SetActive(true)
|
||||
instance.NpcGO.transform:SetParent(instance.roleRootTran)
|
||||
instance.NpcGO.transform.localPosition = Vector3.zero
|
||||
instance.NpcGO.transform.localScale = Vector3.one * 0.00375 * scale
|
||||
instance.NpcGO.name = "npc"
|
||||
instance.SkeletonGraphic = instance.NpcGO:GetComponent("SkeletonGraphic")
|
||||
instance.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
instance.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
|
||||
end
|
||||
|
||||
|
||||
instance.rect = rect
|
||||
instance.leader:GetComponent("RectTransform").anchoredPosition = pos
|
||||
instance.lastPos = pos
|
||||
|
||||
instance:SetRolePosZ(pos)
|
||||
instance:AddListener()
|
||||
|
||||
|
|
@ -70,17 +58,6 @@ end
|
|||
-- 点击角色
|
||||
function MainPlayerView:OnClick()
|
||||
end
|
||||
|
||||
|
||||
-- 设置角色行走方向
|
||||
local WALK_DIR = {
|
||||
RIGHT = {animation = "move2", y = 0},
|
||||
LEFT = {animation = "move2", y = 180},
|
||||
UP = {animation = "move3", y = 0},
|
||||
DOWN = {animation = "move", y = 0},
|
||||
}
|
||||
|
||||
|
||||
function MainPlayerView:SetAutoMove()
|
||||
if self.isSelf then return end
|
||||
local x = math.random(self.rect.xMin, self.rect.xMax)
|
||||
|
|
@ -98,8 +75,9 @@ end
|
|||
function MainPlayerView:SetWalkDir(dir)
|
||||
if not self.curDir or self.curDir ~= dir then
|
||||
self.curDir = dir
|
||||
self.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
self.SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
-- self.SkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
-- self.SkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
self.NpcGO:SetWalkDir(dir)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -136,23 +114,24 @@ function MainPlayerView:SetRolePos(pos, delay, func)
|
|||
end):OnStart(function ()
|
||||
if math.abs(dX) >= math.abs(dY) then
|
||||
if dX > 0 then
|
||||
self:SetWalkDir(WALK_DIR.RIGHT)
|
||||
self:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
else
|
||||
self:SetWalkDir(WALK_DIR.LEFT)
|
||||
self:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
end
|
||||
else
|
||||
if dY > 0 then
|
||||
self:SetWalkDir(WALK_DIR.UP)
|
||||
self:SetWalkDir(WALK_DIR.RUN_UP)
|
||||
else
|
||||
self:SetWalkDir(WALK_DIR.DOWN)
|
||||
self:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function MainPlayerView:PlayerIdle()
|
||||
self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
-- self.SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- self.SkeletonGraphic.transform.localEulerAngles = Vector3.zero
|
||||
self:SetWalkDir(WALK_DIR.IDLE_FRONT)
|
||||
self.curDir = nil
|
||||
end
|
||||
|
||||
|
|
|
|||
|
|
@ -115,6 +115,7 @@ function this.PlayerInfoRequest(func)
|
|||
PlayerManager.userCreateTime = msg.userCreateTime
|
||||
PatFaceManager.SetisFirstLogVal(msg.isDayFirst)
|
||||
SoulPrintManager.soulEquipPool = msg.SoulEquipPool
|
||||
LogBlue("msg.player.designation "..msg.player.designation.." msg.player.decrotion "..msg.player.decrotion.." msg.player.ride "..msg.player.ride)
|
||||
PlayerManager.designation = msg.player.designation--称号
|
||||
PlayerManager.skin = msg.player.decrotion--皮肤
|
||||
PlayerManager.ride = msg.player.ride--坐骑
|
||||
|
|
@ -222,7 +223,7 @@ function this.PlayerInfoRequest(func)
|
|||
QinglongSerectTreasureManager.SetLevel(msg.treasureLevel)
|
||||
QinglongSerectTreasureManager.SetTreasureBuyStatus(msg.hadBuyTreasure)
|
||||
PlayerManager.RefreshWorldLeveData(msg.worldLeve)
|
||||
-- PlayerManager.InitSkinTitleMountData(msg.userSkinList,msg.userTitleList,msg.userMountList)
|
||||
PlayerManager.InitSkinTitleMountData(msg.userSkinList,msg.userTitleList,msg.userMountList)
|
||||
if func then
|
||||
func(msg)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -339,6 +339,7 @@ end
|
|||
--初始化所以激活的称号 时装 坐骑
|
||||
function this.InitSkinTitleMountData(userSkinList,userTitleList,userMountList)
|
||||
this.userSkinList = {}--[id] = {skinId , overTime}
|
||||
LogBlue("#userSkinList "..#userSkinList.." #userTitleList "..#userTitleList.." #userMountList "..#userMountList)
|
||||
for i = 1, #userSkinList do
|
||||
local singData = {}
|
||||
singData.skinId = userSkinList[i].skinId
|
||||
|
|
@ -480,16 +481,18 @@ function this.CalculatePlayerDcorateProAddVal()
|
|||
table.insert(allActiveConfig,PlayerHeadIcon)
|
||||
end
|
||||
end
|
||||
for i = 1, #allActiveConfig do
|
||||
for j = 1, #allPlayerUpConfig[i].UnlockProperty do
|
||||
local curAddProInfo = allPlayerUpConfig[i].UnlockProperty[j]
|
||||
if addAllProVal[curAddProInfo[1]] then
|
||||
addAllProVal[curAddProInfo[1]] = addAllProVal[curAddProInfo[1]] + curAddProInfo[2]
|
||||
else
|
||||
addAllProVal[curAddProInfo[1]] = curAddProInfo[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
-- for i = 1, #allActiveConfig do
|
||||
-- if allPlayerUpConfig[i].UnlockProperty then
|
||||
-- for j = 1, #allPlayerUpConfig[i].UnlockProperty do
|
||||
-- local curAddProInfo = allPlayerUpConfig[i].UnlockProperty[j]
|
||||
-- if addAllProVal[curAddProInfo[1]] then
|
||||
-- addAllProVal[curAddProInfo[1]] = addAllProVal[curAddProInfo[1]] + curAddProInfo[2]
|
||||
-- else
|
||||
-- addAllProVal[curAddProInfo[1]] = curAddProInfo[2]
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
return addAllProVal
|
||||
end
|
||||
-----------------------------------玩家坐骑 皮肤 称号结束
|
||||
|
|
@ -568,8 +571,8 @@ function this.StopBattleUpLvTipTime()
|
|||
end
|
||||
|
||||
------- 主城NPC 选择star ----------
|
||||
local needNum = 7
|
||||
local needAllNum = 14
|
||||
local needNum = 3--7
|
||||
local needAllNum = 6--14
|
||||
local rankNPCList = {}
|
||||
local friendNPCList = {}
|
||||
function this.GetMainPlayerNPCData(fun)
|
||||
|
|
|
|||
|
|
@ -6,9 +6,9 @@ local funIndex = 1
|
|||
local TabBox = require("Modules/Common/TabBox")
|
||||
local _TabData={
|
||||
[1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "信息" },
|
||||
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "称号" },
|
||||
[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "时装" },
|
||||
[4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "皮肤" },
|
||||
-- [2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "称号" },
|
||||
[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "坐骑" },
|
||||
-- [4] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "时装" },
|
||||
}
|
||||
local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
|
||||
select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
|
||||
|
|
@ -17,11 +17,11 @@ this.contents = {
|
|||
--信息
|
||||
[1] = {view = require("Modules/Setting/SettingInfo"), panelName = "settingInfo"},
|
||||
--称号
|
||||
[2] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
|
||||
-- [2] = {view = require("Modules/Setting/SettingPlayerTitle"), panelName = "settingPlayerTitle"},
|
||||
--时装
|
||||
[3] = {view = require("Modules/Setting/SettingPlayerRide"), panelName = "settingPlayerRide"},
|
||||
[2] = {view = require("Modules/Setting/SettingPlayerRide"), panelName = "settingPlayerRide"},
|
||||
--坐骑
|
||||
[4] = {view = require("Modules/Setting/SettingPlayerSkin"), panelName = "settingPlayerSkin"},
|
||||
-- [4] = {view = require("Modules/Setting/SettingPlayerSkin"), panelName = "settingPlayerSkin"},
|
||||
}
|
||||
--子模块预设
|
||||
this.prefabs={}
|
||||
|
|
|
|||
|
|
@ -10,11 +10,17 @@ function SettingPlayerRide:ctor(mainPanel, gameObject)
|
|||
end
|
||||
--初始化组件(用于子类重写)
|
||||
function SettingPlayerRide:InitComponent(gameObject)
|
||||
this.goToBtn = Util.GetGameObject(gameObject, "goToBtn")
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function SettingPlayerRide:BindEvent()
|
||||
|
||||
Util.AddClick(this.goToBtn, function()
|
||||
NetManager.ActiveUserMountRequest(80008,function()
|
||||
LogBlue("骑上金牛")
|
||||
PlayerManager.SetPlayerRide(80008)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ local this = SettingPlayerSkin
|
|||
-- local parentGo = nil
|
||||
-- local skinLive
|
||||
-- local skinLiveStr
|
||||
-- local playerLiveView--view
|
||||
local playerLiveView--view
|
||||
-- local posAddIndex = 0
|
||||
-- local posJianIndex = 0
|
||||
-- local curIndex = 0
|
||||
|
|
@ -26,7 +26,7 @@ end
|
|||
function SettingPlayerSkin:InitComponent(gameObject)
|
||||
|
||||
-- parentGo = gameObject
|
||||
-- this.live2dRootParent = Util.GetGameObject(gameObject, "live2dRootParent")
|
||||
this.live2dRootParent = Util.GetGameObject(gameObject, "live2dRootParent")
|
||||
-- this.live2dRootParent2 = Util.GetGameObject(gameObject, "live2dRootParent2")
|
||||
-- this.name = Util.GetGameObject(gameObject, "name/Text"):GetComponent("Text")
|
||||
-- this.getInfo = Util.GetGameObject(gameObject, "skinProInfo/getInfo"):GetComponent("Text")
|
||||
|
|
@ -127,10 +127,10 @@ function SettingPlayerSkin:OnShow()
|
|||
-- this.OnShowAllSkinGrid()
|
||||
-- posAddIndex = #playerSkinConFig
|
||||
-- posJianIndex = 1
|
||||
-- if playerLiveView == nil then
|
||||
-- playerLiveView = SubUIManager.Open(SubUIConfig.PlayerLiveView, this.live2dRootParent.transform)
|
||||
-- end
|
||||
-- playerLiveView:OnOpen()
|
||||
if playerLiveView == nil then
|
||||
playerLiveView = SubUIManager.Open(SubUIConfig.PlayerLiveView, this.live2dRootParent.transform)
|
||||
end
|
||||
playerLiveView:OnOpen()
|
||||
end
|
||||
--坐骑属性展示
|
||||
function this.OnShowCurSkinProData(skinId)
|
||||
|
|
|
|||
|
|
@ -1,38 +1,67 @@
|
|||
PlayerLiveView = {}
|
||||
local this=PlayerLiveView
|
||||
--立绘对象
|
||||
local rideLive
|
||||
local playerLive
|
||||
local titleLive
|
||||
--立绘资源名字
|
||||
local rideLiveStr = ""
|
||||
local playerLiveStr = ""
|
||||
local titleLiveStr = ""
|
||||
--立绘动画控制
|
||||
local rideLivSkeletonGraphic
|
||||
local playerLiveSkeletonGraphic
|
||||
local titleLiveSkeletonGraphic
|
||||
-- 设置角色行走方向
|
||||
local WALK_DIR = {
|
||||
RIGHT = {animation = "move2", y = 0},
|
||||
LEFT = {animation = "move2", y = 180},
|
||||
UP = {animation = "move3", y = 0},
|
||||
DOWN = {animation = "move", y = 0},
|
||||
}
|
||||
function PlayerLiveView:New(gameObject)
|
||||
local b = {}
|
||||
b.gameObject = gameObject
|
||||
b.transform = gameObject.transform
|
||||
setmetatable(b, { __index = PlayerLiveView })
|
||||
return b
|
||||
local mapNpcOp = "PlayerLiveView"
|
||||
-- PlayerLiveViewData = {
|
||||
-- ride = 80008
|
||||
-- skin = 80012
|
||||
-- designation = 80010
|
||||
-- }
|
||||
function PlayerLiveView:New(gameObject,_Type, PlayerLiveViewData,orginLayer)
|
||||
-- Type = _Type
|
||||
-- local b = {}
|
||||
-- b.gameObject = gameObject
|
||||
-- b.transform = gameObject.transform
|
||||
-- setmetatable(b, { __index = PlayerLiveView })
|
||||
-- return b
|
||||
local instance = {}
|
||||
instance.leader = poolManager:LoadAsset(mapNpcOp, PoolManager.AssetType.GameObject)
|
||||
instance.gameObject = gameObject
|
||||
instance._Type = _Type--1 自己的数据 2 传入PlayerLiveViewData
|
||||
if _Type == 2 then
|
||||
instance.PlayerLiveViewData = PlayerLiveViewData
|
||||
else
|
||||
-- PlayerManager.ride = 80008
|
||||
-- PlayerManager.skin = 80012
|
||||
-- PlayerManager.designation = 80010
|
||||
instance.PlayerLiveViewData = {
|
||||
ride = PlayerManager.ride,
|
||||
skin = PlayerManager.skin,
|
||||
designation = PlayerManager.designation
|
||||
}
|
||||
end
|
||||
instance.orginLayer = orginLayer
|
||||
instance.transform = gameObject.transform
|
||||
instance.leader:SetActive(true)
|
||||
instance.leader.transform:SetParent(gameObject.transform)
|
||||
instance.leader.transform.localPosition = Vector3.zero
|
||||
instance.leader.transform.localScale = Vector3.one
|
||||
LogBlue("gameObject "..gameObject.name)
|
||||
instance.liveParent = Util.GetGameObject(instance.leader, "liveParent")
|
||||
instance.rideLiveGo = Util.GetGameObject(instance.leader, "liveParent/rideLive")
|
||||
instance.playerLiveGo = Util.GetGameObject(instance.leader, "liveParent/playerLive")
|
||||
instance.titleLiveGo = Util.GetGameObject(instance.leader, "liveParent/titleLive")
|
||||
|
||||
|
||||
--立绘对象
|
||||
instance.rideLive = nil
|
||||
instance.playerLive = nil
|
||||
instance.titleLive = nil
|
||||
--立绘资源名字
|
||||
instance.rideLiveStr = ""
|
||||
instance.playerLiveStr = ""
|
||||
instance.titleLiveStr = ""
|
||||
--立绘动画控制
|
||||
instance.rideLivSkeletonGraphic = nil
|
||||
instance.playerLiveSkeletonGraphic = nil
|
||||
instance.titleLiveSkeletonGraphic = nil
|
||||
|
||||
setmetatable(instance, { __index = PlayerLiveView })
|
||||
return instance
|
||||
end
|
||||
--初始化组件(用于子类重写)
|
||||
function PlayerLiveView:InitComponent()
|
||||
|
||||
self.liveParent = Util.GetGameObject(self.gameObject, "liveParent")
|
||||
self.rideLive = Util.GetGameObject(self.gameObject, "liveParent/rideLive")
|
||||
self.playerLive = Util.GetGameObject(self.gameObject, "liveParent/playerLive")
|
||||
self.titleLive = Util.GetGameObject(self.gameObject, "liveParent/titleLive")
|
||||
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
|
|
@ -57,51 +86,67 @@ end
|
|||
|
||||
--加载三个立绘(称号 坐骑 皮肤)
|
||||
function PlayerLiveView:OnShowLive()
|
||||
|
||||
self.rideLive:SetActive(false)
|
||||
self.playerLive:SetActive(false)
|
||||
self.titleLive:SetActive(false)
|
||||
--PlayerManager.ride = 0--80301
|
||||
--PlayerManager.decrotion = 80201
|
||||
--PlayerManager.designation = 0--80101
|
||||
if rideLive then
|
||||
poolManager:UnLoadLive(rideLiveStr, rideLive, PoolManager.AssetType.GameObject)
|
||||
rideLive = nil
|
||||
LogBlue("self.rideLiveGo "..self.rideLiveGo.name)
|
||||
self.rideLiveGo:SetActive(false)
|
||||
self.playerLiveGo:SetActive(false)
|
||||
self.titleLiveGo:SetActive(false)
|
||||
if self.rideLive then
|
||||
poolManager:UnLoadLive(self.rideLiveStr, self.rideLive, PoolManager.AssetType.GameObject)
|
||||
self.rideLive = nil
|
||||
end
|
||||
if playerLive then
|
||||
poolManager:UnLoadLive(playerLiveStr, playerLive, PoolManager.AssetType.GameObject)
|
||||
playerLive = nil
|
||||
if self.playerLive then
|
||||
poolManager:UnLoadLive(self.playerLiveStr, self.playerLive, PoolManager.AssetType.GameObject)
|
||||
self.playerLive = nil
|
||||
end
|
||||
if titleLive then
|
||||
poolManager:UnLoadLive(titleLiveStr, titleLive, PoolManager.AssetType.GameObject)
|
||||
titleLive = nil
|
||||
if self.titleLive then
|
||||
poolManager:UnLoadAsset(self.titleLiveStr, self.titleLive, PoolManager.AssetType.GameObject)
|
||||
self.titleLive = nil
|
||||
end
|
||||
if PlayerManager.ride and PlayerManager.ride > 0 then
|
||||
self.rideLive:SetActive(true)
|
||||
rideLiveStr = GetResourcePath(ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.ride).Live)
|
||||
rideLive = poolManager:LoadLive(rideLiveStr, self.rideLive.transform, Vector3.one, Vector3.zero)
|
||||
rideLivSkeletonGraphic = rideLive:GetComponent("SkeletonGraphic")
|
||||
if rideLivSkeletonGraphic then
|
||||
--rideLivSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
--时装
|
||||
if self.PlayerLiveViewData.skin and self.PlayerLiveViewData.skin > 0 then
|
||||
self.playerLiveGo:SetActive(true)
|
||||
local skinId = tonumber( tostring(self.PlayerLiveViewData.skin) .. tostring(NameManager.roleSex))--皮肤 有男女之分 所以在id后加0 or 1
|
||||
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,skinId)
|
||||
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
|
||||
local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale)
|
||||
local curLocalPosition = Vector3.New(curArtResourcesConfig.Position[1],curArtResourcesConfig.Position[2],0)
|
||||
self.playerLiveStr = curArtResourcesConfig.Name--"live2d_npc_map"
|
||||
self.playerLive = poolManager:LoadLive(self.playerLiveStr, self.playerLiveGo.transform, curLocalScale, curLocalPosition)
|
||||
self.playerLiveSkeletonGraphic = self.playerLive:GetComponent("SkeletonGraphic")
|
||||
if self.playerLiveSkeletonGraphic then
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self.playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, PLAYER_WALK_DIR.IDLE_FRONT.animation, true)
|
||||
else
|
||||
self.playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, PLAYER_WALK_DIR.IDLE.animation, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
if PlayerManager.skin and PlayerManager.skin > 0 then
|
||||
self.playerLive:SetActive(true)
|
||||
playerLiveStr = "live2d_npc_map"--GetResourcePath(ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.decrotion).Live)
|
||||
playerLive = poolManager:LoadLive(playerLiveStr, self.playerLive.transform, Vector3.one, Vector3.zero)
|
||||
playerLiveSkeletonGraphic = playerLive:GetComponent("SkeletonGraphic")
|
||||
if playerLiveSkeletonGraphic then
|
||||
playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
--坐骑
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self.rideLiveGo:SetActive(true)
|
||||
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,self.PlayerLiveViewData.ride)
|
||||
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
|
||||
local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale)
|
||||
local curLocalPosition = Vector3.New(curArtResourcesConfig.Position[1],curArtResourcesConfig.Position[2],0)
|
||||
self.rideLiveStr = curArtResourcesConfig.Name
|
||||
self.rideLive = poolManager:LoadLive(self.rideLiveStr, self.rideLiveGo.transform, curLocalScale,curLocalPosition)
|
||||
self.rideLivSkeletonGraphic = self.rideLive:GetComponent("SkeletonGraphic")
|
||||
if self.rideLivSkeletonGraphic then
|
||||
self.rideLivSkeletonGraphic.AnimationState:SetAnimation(0, RIDE_WALK_DIR.IDLE_FRONT.animation, true)
|
||||
end
|
||||
end
|
||||
if PlayerManager.designation and PlayerManager.designation > 0 then
|
||||
self.titleLive:SetActive(true)
|
||||
titleLiveStr = GetResourcePath(ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.designation).Live)
|
||||
titleLive = poolManager:LoadLive(titleLiveStr, self.titleLive.transform, Vector3.one, Vector3.zero)
|
||||
titleLiveSkeletonGraphic = titleLive:GetComponent("SkeletonGraphic")
|
||||
if titleLiveSkeletonGraphic then
|
||||
--titleLiveSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
end
|
||||
--称号
|
||||
if self.PlayerLiveViewData.designation and self.PlayerLiveViewData.designation > 0 then
|
||||
self.titleLiveGo:SetActive(true)
|
||||
local curPlayerRole = ConfigManager.GetConfigData(ConfigName.PlayerRole,self.PlayerLiveViewData.designation)
|
||||
local curArtResourcesConfig = ConfigManager.GetConfigData(ConfigName.ArtResourcesConfig,curPlayerRole.LiveAnimName)
|
||||
local curLocalScale = Vector3.New(curArtResourcesConfig.Scale,curArtResourcesConfig.Scale,curArtResourcesConfig.Scale)
|
||||
local curLocalPosition = Vector3.New(curArtResourcesConfig.Position[1],curArtResourcesConfig.Position[2],0)
|
||||
self.titleLiveStr = curArtResourcesConfig.Name--GetResourcePath(ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.designation).Live)
|
||||
self.titleLive = poolManager:LoadAsset(self.titleLiveStr, PoolManager.AssetType.GameObject)
|
||||
self.titleLive.transform:SetParent(self.titleLiveGo.transform)
|
||||
self.titleLive.transform.localPosition = curLocalPosition
|
||||
self.titleLive.transform.localScale = curLocalScale
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -128,10 +173,10 @@ function PlayerLiveView:SetRoleWalk(_pos,_tagerPos,_fun)
|
|||
|
||||
end):OnComplete(function ()
|
||||
Log("行走完毕")
|
||||
if rideLive then
|
||||
rideLivSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
if self.rideLive then
|
||||
self.rideLivSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
else
|
||||
playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
end
|
||||
if _fun then
|
||||
_fun()
|
||||
|
|
@ -144,39 +189,131 @@ function PlayerLiveView:SetRoleDirAction(targetU, targetV, u0, v0)
|
|||
local dU = targetU - u0
|
||||
local dV = targetV - v0
|
||||
if dU > 0 then
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.RIGHT)
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.RUN_RIGHT)
|
||||
elseif dU < 0 then
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.LEFT)
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.RUN_LEFT)
|
||||
elseif dV < 0 then
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.UP)
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.RUN_UP)
|
||||
elseif dV > 0 then
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.DOWN)
|
||||
PlayerLiveView:SetWalkDir(WALK_DIR.RUN_DOWN)
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerLiveView:SetWalkDir(dir)
|
||||
if rideLive then
|
||||
rideLivSkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
rideLivSkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
LogBlue("PlayerLiveView dir : "..dir)
|
||||
if dir == WALK_DIR.IDLE_FRONT then-- 站立_向前
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_FRONT,RIDE_WALK_DIR.IDLE_FRONT)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(1)
|
||||
elseif dir == WALK_DIR.IDLE_BACK then-- 站立_向后
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_BACK,RIDE_WALK_DIR.IDLE_BACK)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLEBACK)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.LEFT then-- 站立_向左
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_LEFT,RIDE_WALK_DIR.IDLE_LEFT)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.RIGHT then-- 站立_向右
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_RIGHT,RIDE_WALK_DIR.IDLE_RIGHT)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.RUN_RIGHT then-- 跑_向右
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RUN_RIGHT,RIDE_WALK_DIR.RUN_RIGHT)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RIGHT)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.RUN_LEFT then-- 跑_向左
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RUN_LEFT,RIDE_WALK_DIR.RUN_LEFT)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.LEFT)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.RUN_UP then-- 跑_向上
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RUN_UP,RIDE_WALK_DIR.RUN_UP)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.UP)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(2)
|
||||
elseif dir == WALK_DIR.RUN_DOWN then-- 跑_向下
|
||||
if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.RUN_DOWN,RIDE_WALK_DIR.RUN_DOWN)
|
||||
else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.DOWN)
|
||||
end
|
||||
self:SetSiblingIndexPlayerOrRide(1)
|
||||
elseif dir == WALK_DIR.JINGYA then-- 惊讶
|
||||
-- if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
-- PlayerLiveView:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_FRONT,RIDE_WALK_DIR.IDLE_FRONT)
|
||||
-- else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.JINGYA)
|
||||
-- end
|
||||
elseif dir == WALK_DIR.LAUCH then-- 发射
|
||||
-- if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
-- PlayerLiveView:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_FRONT,RIDE_WALK_DIR.IDLE_FRONT)
|
||||
-- else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.LAUCH)
|
||||
-- end
|
||||
elseif dir == WALK_DIR.TOUCH then-- 轻按
|
||||
-- if self.PlayerLiveViewData.ride and self.PlayerLiveViewData.ride > 0 then
|
||||
-- PlayerLiveView:SetWalkDirInfo(PLAYER_WALK_DIR.IDLE_FRONT,RIDE_WALK_DIR.IDLE_FRONT)
|
||||
-- else
|
||||
self:SetWalkDirInfo(PLAYER_WALK_DIR.TOUCH)
|
||||
-- end
|
||||
end
|
||||
end
|
||||
function PlayerLiveView:SetWalkDirInfo(playerDir,RideDir)
|
||||
if not playerDir then return end
|
||||
if RideDir then
|
||||
LogBlue("PlayerLiveView playerDir : "..playerDir.animation .." ".. playerDir.y.." RideDir : "..RideDir.animation .." ".. RideDir.y)
|
||||
self.playerLiveSkeletonGraphic.transform.localEulerAngles = Vector3.New(0, playerDir.y, 0)
|
||||
self.playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, playerDir.animation, true)
|
||||
self.rideLivSkeletonGraphic.transform.localEulerAngles = Vector3.New(0, RideDir.y, 0)
|
||||
self.rideLivSkeletonGraphic.AnimationState:SetAnimation(0, RideDir.animation, true)
|
||||
else
|
||||
playerLiveSkeletonGraphic.transform.localEulerAngles = Vector3.New(0, dir.y, 0)
|
||||
playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, dir.animation, true)
|
||||
LogBlue("PlayerLiveView playerDir : "..playerDir.animation .." ".. playerDir.y)
|
||||
self.playerLiveSkeletonGraphic.transform.localEulerAngles = Vector3.New(0, playerDir.y, 0)
|
||||
self.playerLiveSkeletonGraphic.AnimationState:SetAnimation(0, playerDir.animation, true)
|
||||
end
|
||||
end
|
||||
function PlayerLiveView:SetSiblingIndexPlayerOrRide(type)
|
||||
LogBlue("type "..type)
|
||||
if type == 1 then--坐骑靠前
|
||||
self.playerLiveGo.transform:SetSiblingIndex(2)
|
||||
self.rideLiveGo.transform:SetSiblingIndex(3)
|
||||
else--时装靠前
|
||||
self.rideLiveGo.transform:SetSiblingIndex(2)
|
||||
self.playerLiveGo.transform:SetSiblingIndex(3)
|
||||
end
|
||||
end
|
||||
--界面销毁时调用(用于子类重写)
|
||||
function PlayerLiveView:OnClose()
|
||||
|
||||
if rideLive then
|
||||
poolManager:UnLoadLive(rideLiveStr, rideLive, PoolManager.AssetType.GameObject)
|
||||
rideLive = nil
|
||||
if self.rideLive then
|
||||
poolManager:UnLoadLive(self.rideLiveStr, self.rideLive, PoolManager.AssetType.GameObject)
|
||||
self.rideLive = nil
|
||||
end
|
||||
if playerLive then
|
||||
poolManager:UnLoadLive(playerLiveStr, playerLive, PoolManager.AssetType.GameObject)
|
||||
playerLive = nil
|
||||
if self.playerLive then
|
||||
poolManager:UnLoadLive(self.playerLiveStr, self.playerLive, PoolManager.AssetType.GameObject)
|
||||
self.playerLive = nil
|
||||
end
|
||||
if titleLive then
|
||||
poolManager:UnLoadLive(titleLiveStr, titleLive, PoolManager.AssetType.GameObject)
|
||||
titleLive = nil
|
||||
if self.titleLive then
|
||||
poolManager:UnLoadAsset(self.titleLiveStr, self.titleLive, PoolManager.AssetType.GameObject)
|
||||
self.titleLive = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue