| | |
| | | private static int initializationOrder = 0; // 用于分帧延迟的序号 |
| | | |
| | | public Action onComplete; |
| | | public void Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false) |
| | | |
| | | public void Create(int _skinID, float scale = 0.8f, Action _onComplete = null, string motionName = "idle", bool isLh = false, |
| | | bool isTachieFlip = false, int tachieFlipIndex = 0) |
| | | { |
| | | if (skinID == _skinID) |
| | | { |
| | |
| | | { |
| | | this.transform.localPosition = new Vector3(skinConfig.TachieParam[0], skinConfig.TachieParam[1], 0); |
| | | this.transform.localScale = Vector3.one * skinConfig.TachieParam[2]; |
| | | this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0); |
| | | if (isTachieFlip && skinConfig?.IsTachieFlip?.Length > tachieFlipIndex) |
| | | { |
| | | this.transform.localRotation = Quaternion.Euler(0, skinConfig.IsTachieFlip[tachieFlipIndex] == 0 ? 0 : 180, 0); |
| | | } |
| | | else |
| | | { |
| | | this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0); |
| | | } |
| | | |
| | | } |
| | | else |
| | | { |