| | |
| | | |
| | | 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; |
| | |
| | | return null; |
| | | } |
| | | |
| | | |
| | | float finalScaleRate = modelScaleRate * teamHero.modelScale; |
| | | |
| | | skeletonAnimation.skeletonDataAsset = skeletonDataAsset; |
| | |
| | | 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; |
| | | } |