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using System.Collections.Generic; 
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using System; 
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using UnityEngine; 
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using Spine.Unity; 
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public class BattleObjectFactory 
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{ 
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    //  本意是要在这里做池的内容的 但是想了一下 利用效率有点差 最多做一下红色方的缓存 蓝色方的即时用 即时删除 或者缓存上一次战斗的就行 
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    // private static int AutoIncrementID = 100000; 
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    private static float modelScaleRate => float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1); 
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    //  这里报错了检查一下 
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    public static BattleObject CreateBattleObject(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp) 
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    { 
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        HeroSkinConfig skinCfg = teamHero.skinConfig; 
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        if (skinCfg == null) 
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        { 
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            Debug.LogError(teamHero.heroId + "BattleObjectFactory.CreateBattleObject: skinCfg is null for " + teamHero.SkinID); 
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            return null; 
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        } 
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        GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/); 
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        GameObject goParent = posNodeList[teamHero.positionNum]; 
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        BattleObject battleObject = new BattleObject(_battleField); 
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        battleObject.ObjID = teamHero.ObjID; 
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        GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform); 
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        SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true); 
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        var skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinCfg.SpineRes); 
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        if (skeletonDataAsset == null) 
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        { 
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            Debug.LogError("BattleObjectFactory.CreateBattleObject: skeletonDataAsset is null for " + skinCfg.SpineRes); 
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            return null; 
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        } 
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        float finalScaleRate = modelScaleRate * teamHero.modelScale; 
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        skeletonAnimation.skeletonDataAsset = skeletonDataAsset; 
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        skeletonAnimation.Initialize(true); 
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        realGO.name = battleObject.ObjID.ToString(); 
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        realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate); 
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        RectTransform rectTrans = realGO.GetComponent<RectTransform>(); 
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        rectTrans.anchoredPosition = Vector2.zero; 
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        battleObject.Init(realGO, teamHero, _Camp); 
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        return battleObject; 
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    } 
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    public static void DestroyBattleObject(int key, BattleObject battleObj) 
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    { 
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        battleObj.Destroy(); 
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        battleObj = null; 
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    } 
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} 
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