少年修仙传客户端代码仓库
hch
2025-04-03 c154ac0832fe4379a00d3e1cda700e7d2a7383c7
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using vnxbqy.UI;
 
public class CreateRoleProcessor
{
    CreateRoleTimeLine m_WarriorTimeLine = new CreateRoleTimeLine();
    CreateRoleBehaviour m_WarriorBehaviour = new CreateRoleBehaviour();
 
    Animator cameraAnimator;
    Camera createRoleCamera;
 
 
    public void LoadNecessaryResources()
    {
        if (cameraAnimator == null || createRoleCamera == null)
        {
            var cameraParams = CreateRoleScriptableObject.GetCameraParams();
            var prefab = SceneLoader.LoadCreateRole(cameraParams.prefabName);
            var instance = GameObject.Instantiate(prefab);
            cameraAnimator = instance.GetComponent<Animator>();
            //createRoleCamera = instance.GetComponentInChildren<Camera>(true);
            //createRoleCamera.enabled = false;
        }
    }
 
    public void SwitchToWarrior(bool immediately)
    {
 
        m_WarriorTimeLine.ClearNode();
        var cameraParams = CreateRoleScriptableObject.GetCameraParams();
 
        m_WarriorBehaviour.SetActive(false);
 
        m_WarriorTimeLine.AddNone(0f, () =>
        {
            //WindowCenter.Instance.Close<CreateRoleWin>();
            //createRoleCamera.enabled = true;
            //cameraAnimator.Play(cameraParams.magicToWarrior, 0, immediately ? 1f : 0f);
 
            m_WarriorBehaviour.ReleaseEffects();
        });
 
        m_WarriorTimeLine.AddNone(immediately ? 0f : cameraParams.magicToWarriorTime, () =>
        {
            m_WarriorBehaviour.SetActive(true);
            m_WarriorBehaviour.Show(CreateRoleScriptableObject.GetJobParams(CreateRoleManager.Instance.selectedJob.Fetch()));
        });
 
    }
 
    
 
    public void Dispose()
    {
        m_WarriorBehaviour.Dispose();
        m_WarriorBehaviour = null;
 
        m_WarriorTimeLine.Dispose();
 
        cameraAnimator = null;
        createRoleCamera = null;
    }
 
 
}