hch
20 小时以前 742387b0573b11b9edea35c9254139ed385ceb79
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
 
using System.Collections.Generic;
using System;
using UnityEngine;
using Spine.Unity;
 
public class BattleObjectFactory
{
    //  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
    // private static int AutoIncrementID = 100000;
 
    private static float m_modelScaleRate = 0f;
 
    public static float modelScaleRate
    {
        get
        {
            if (m_modelScaleRate <= 0f)
            {
                m_modelScaleRate = float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1);
            }
            return m_modelScaleRate;
        }
    }
    //  这里报错了检查一下
    public static BattleObject CreateBattleObject(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp)
    {
        HeroSkinConfig skinCfg = teamHero.skinConfig;
        if (skinCfg == null)
        {
            Debug.LogError(teamHero.heroId + "BattleObjectFactory.CreateBattleObject: skinCfg is null for " + teamHero.SkinID);
            return null;
        }
 
        GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/);
 
        GameObject goParent = posNodeList[teamHero.positionNum];
        BattleObject battleObject = new BattleObject(_battleField);
        battleObject.ObjID = teamHero.ObjID;
 
        GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform);
        SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true);
 
        var skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("Hero/SpineRes/", skinCfg.SpineRes);
        if (skeletonDataAsset == null)
        {
            Debug.LogError("BattleObjectFactory.CreateBattleObject: skeletonDataAsset is null for " + skinCfg.SpineRes);
            return null;
        }
 
        float finalScaleRate = modelScaleRate * teamHero.modelScale;
 
        skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
        skeletonAnimation.Initialize(true);
        realGO.name = battleObject.ObjID.ToString();
        realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate);
        RectTransform rectTrans = realGO.GetComponent<RectTransform>();
        rectTrans.anchoredPosition = Vector2.zero;
        battleObject.Init(realGO, teamHero, _Camp);
 
#if UNITY_EDITOR
        BattleDebug.LogError(
            "初始化 未行动" +
            (battleObject.Camp == BattleCamp.Red ? "【红方】" : "【蓝方】 ") +
            $"武将: {battleObject.teamHero.name}\n" +
            $"当前血量: {battleObject.teamHero.curHp} -> 最大血量{battleObject.teamHero.maxHp}\n"
        );
#endif
 
        return battleObject;
    }
 
    public static void DestroyBattleObject(int key, BattleObject battleObj)
    {
        battleObj.Destroy();
        battleObj = null;
    }
}