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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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SkeletonGraphic skeletonGraphic = realGO.GetComponentInChildren<SkeletonGraphic>(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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skeletonGraphic.skeletonDataAsset = skeletonDataAsset;
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skeletonGraphic.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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