| | |
| | | using UnityEngine; |
| | | using System.Collections.Generic; |
| | | using System; |
| | | // using UnityEngine; |
| | | // using System.Collections.Generic; |
| | | // using System; |
| | | |
| | | public class UI3DModelFactory |
| | | { |
| | | static UI3DModelFactory() |
| | | { |
| | | GlobalTimeEvent.Instance.minuteEvent += OnPerMinute; |
| | | } |
| | | // public class UI3DModelFactory |
| | | // { |
| | | // static UI3DModelFactory() |
| | | // { |
| | | // GlobalTimeEvent.Instance.minuteEvent += OnPerMinute; |
| | | // } |
| | | |
| | | public static GameObject LoadUINPC(int id) |
| | | { |
| | | if (!NPCConfig.Has(id)) |
| | | { |
| | | return null; |
| | | } |
| | | // public static GameObject LoadUINPC(int id) |
| | | // { |
| | | // if (!NPCConfig.Has(id)) |
| | | // { |
| | | // return null; |
| | | // } |
| | | |
| | | try |
| | | { |
| | | var config = NPCConfig.Get(id); |
| | | var model = GameObjectPoolManager.Instance.RequestNpcGameObject(id); |
| | | // try |
| | | // { |
| | | // var config = NPCConfig.Get(id); |
| | | // var model = GameObjectPoolManager.Instance.RequestNpcGameObject(id); |
| | | |
| | | if (!model && config.NPCType == (int)E_NpcType.Func) |
| | | { |
| | | model = GameObjectPoolManager.Instance.RequestDefaultFuncNpc(); |
| | | } |
| | | // if (!model && config.NPCType == (int)E_NpcType.Func) |
| | | // { |
| | | // model = GameObjectPoolManager.Instance.RequestDefaultFuncNpc(); |
| | | // } |
| | | |
| | | if (!model) |
| | | { |
| | | return null; |
| | | } |
| | | // if (!model) |
| | | // { |
| | | // return null; |
| | | // } |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | var suffix = AnimatorControllerLoader.controllerUISuffix; |
| | | var _modeName = config.MODE; |
| | | if (config.MODE.StartsWith("A_Zs")) |
| | | { |
| | | _modeName = "A_Zs"; |
| | | } |
| | | else if (config.MODE.StartsWith("A_Fs")) |
| | | { |
| | | _modeName = "A_Fs"; |
| | | } |
| | | var animatorController = AnimatorControllerLoader.LoadMobController(suffix, _modeName); |
| | | if (animatorController != null) |
| | | { |
| | | animator.runtimeAnimatorController = animatorController; |
| | | } |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // var suffix = AnimatorControllerLoader.controllerUISuffix; |
| | | // var _modeName = config.MODE; |
| | | // if (config.MODE.StartsWith("A_Zs")) |
| | | // { |
| | | // _modeName = "A_Zs"; |
| | | // } |
| | | // else if (config.MODE.StartsWith("A_Fs")) |
| | | // { |
| | | // _modeName = "A_Fs"; |
| | | // } |
| | | // var animatorController = AnimatorControllerLoader.LoadMobController(suffix, _modeName); |
| | | // if (animatorController != null) |
| | | // { |
| | | // animator.runtimeAnimatorController = animatorController; |
| | | // } |
| | | |
| | | var isDance = false; |
| | | if (config.NPCType == (int)E_NpcType.Func) |
| | | { |
| | | var clipInfos = animator.runtimeAnimatorController.animationClips; |
| | | foreach (var item in clipInfos) |
| | | { |
| | | if (item.name == "Idle2") |
| | | { |
| | | isDance = true; |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | // var isDance = false; |
| | | // if (config.NPCType == (int)E_NpcType.Func) |
| | | // { |
| | | // var clipInfos = animator.runtimeAnimatorController.animationClips; |
| | | // foreach (var item in clipInfos) |
| | | // { |
| | | // if (item.name == "Idle2") |
| | | // { |
| | | // isDance = true; |
| | | // break; |
| | | // } |
| | | // } |
| | | // } |
| | | |
| | | animator.enabled = true; |
| | | if (isDance) |
| | | { |
| | | animator.Play(GAStaticDefine.State_Dance); |
| | | } |
| | | else |
| | | { |
| | | animator.SetInteger(GAStaticDefine.Param_Action, GAStaticDefine.Act_Idle); |
| | | animator.Play(GAStaticDefine.State_IdleHash); |
| | | } |
| | | } |
| | | // animator.enabled = true; |
| | | // if (isDance) |
| | | // { |
| | | // animator.Play(GAStaticDefine.State_Dance); |
| | | // } |
| | | // else |
| | | // { |
| | | // animator.SetInteger(GAStaticDefine.Param_Action, GAStaticDefine.Act_Idle); |
| | | // animator.Play(GAStaticDefine.State_IdleHash); |
| | | // } |
| | | // } |
| | | |
| | | LayerUtility.SetLayer(model, LayerUtility.Monster, true); |
| | | return model; |
| | | } |
| | | catch (Exception e) |
| | | { |
| | | Debug.Log("LoadUINPC Error: " + e.Message); |
| | | return null; |
| | | } |
| | | } |
| | | // LayerUtility.SetLayer(model, LayerUtility.Monster, true); |
| | | // return model; |
| | | // } |
| | | // catch (Exception e) |
| | | // { |
| | | // Debug.Log("LoadUINPC Error: " + e.Message); |
| | | // return null; |
| | | // } |
| | | // } |
| | | |
| | | public static void ReleaseUINPC(int id, GameObject model) |
| | | { |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | ResetRealmBossAnimator(id, animator); |
| | | animator.enabled = false; |
| | | } |
| | | // public static void ReleaseUINPC(int id, GameObject model) |
| | | // { |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // ResetRealmBossAnimator(id, animator); |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | if (model) |
| | | { |
| | | model.transform.localScale = Vector3.one; |
| | | } |
| | | // if (model) |
| | | // { |
| | | // model.transform.localScale = Vector3.one; |
| | | // } |
| | | |
| | | var prefab = InstanceResourcesLoader.LoadNpcPrefab(id); |
| | | if (prefab) |
| | | { |
| | | GameObjectPoolManager.Instance.ReleaseGameObject(prefab, model); |
| | | } |
| | | else |
| | | { |
| | | GameObjectPoolManager.Instance.ReleaseDefaultFuncNPC(model); |
| | | } |
| | | } |
| | | // var prefab = InstanceResourcesLoader.LoadNpcPrefab(id); |
| | | // if (prefab) |
| | | // { |
| | | // GameObjectPoolManager.Instance.ReleaseGameObject(prefab, model); |
| | | // } |
| | | // else |
| | | // { |
| | | // GameObjectPoolManager.Instance.ReleaseDefaultFuncNPC(model); |
| | | // } |
| | | // } |
| | | |
| | | private static void ResetRealmBossAnimator(int _id, Animator animator) |
| | | { |
| | | if (RealmLVUPTaskConfig.IsRealmBoss(_id)) |
| | | { |
| | | var npcConfig = NPCConfig.Get(_id); |
| | | if (npcConfig != null) |
| | | { |
| | | var runtimeController = AnimatorControllerLoader.LoadMobController(AnimatorControllerLoader.controllerSuffix, npcConfig.MODE); |
| | | if (runtimeController != null) |
| | | { |
| | | animator.runtimeAnimatorController = runtimeController; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | // private static void ResetRealmBossAnimator(int _id, Animator animator) |
| | | // { |
| | | // if (RealmLVUPTaskConfig.IsRealmBoss(_id)) |
| | | // { |
| | | // var npcConfig = NPCConfig.Get(_id); |
| | | // if (npcConfig != null) |
| | | // { |
| | | // var runtimeController = AnimatorControllerLoader.LoadMobController(AnimatorControllerLoader.controllerSuffix, npcConfig.MODE); |
| | | // if (runtimeController != null) |
| | | // { |
| | | // animator.runtimeAnimatorController = runtimeController; |
| | | // } |
| | | // } |
| | | // } |
| | | // } |
| | | |
| | | public static GameObject LoadUIHorse(int id) |
| | | { |
| | | var prefab = InstanceResourcesLoader.LoadModelRes(id, false); |
| | | if (prefab == null) |
| | | { |
| | | return null; |
| | | } |
| | | // public static GameObject LoadUIHorse(int id) |
| | | // { |
| | | // var prefab = InstanceResourcesLoader.LoadModelRes(id, false); |
| | | // if (prefab == null) |
| | | // { |
| | | // return null; |
| | | // } |
| | | |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | var model = pool.Request(); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var model = pool.Request(); |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | var config = ModelResConfig.Get(id); |
| | | var suffix = AnimatorControllerLoader.controllerUISuffix; |
| | | var animatorController = AnimatorControllerLoader.LoadMobController(suffix, config.ResourcesName); |
| | | if (animatorController != null) |
| | | { |
| | | animator.runtimeAnimatorController = animatorController; |
| | | } |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // var config = ModelResConfig.Get(id); |
| | | // var suffix = AnimatorControllerLoader.controllerUISuffix; |
| | | // var animatorController = AnimatorControllerLoader.LoadMobController(suffix, config.ResourcesName); |
| | | // if (animatorController != null) |
| | | // { |
| | | // animator.runtimeAnimatorController = animatorController; |
| | | // } |
| | | |
| | | animator.enabled = true; |
| | | animator.SetInteger(GAStaticDefine.Param_Action, GAStaticDefine.Act_Idle); |
| | | animator.Play(GAStaticDefine.State_IdleHash); |
| | | } |
| | | // animator.enabled = true; |
| | | // animator.SetInteger(GAStaticDefine.Param_Action, GAStaticDefine.Act_Idle); |
| | | // animator.Play(GAStaticDefine.State_IdleHash); |
| | | // } |
| | | |
| | | return model; |
| | | } |
| | | // return model; |
| | | // } |
| | | |
| | | public static void ReleaseUIHourse(int id, GameObject model) |
| | | { |
| | | var prefab = InstanceResourcesLoader.LoadModelRes(id, false); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // public static void ReleaseUIHourse(int id, GameObject model) |
| | | // { |
| | | // var prefab = InstanceResourcesLoader.LoadModelRes(id, false); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = false; |
| | | } |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | pool.Release(model); |
| | | } |
| | | // pool.Release(model); |
| | | // } |
| | | |
| | | static Dictionary<int, GameObject> treasureModels = new Dictionary<int, GameObject>(); |
| | | static Dictionary<int, DateTime> treasureModelReleaseTimes = new Dictionary<int, DateTime>(); |
| | | // static Dictionary<int, GameObject> treasureModels = new Dictionary<int, GameObject>(); |
| | | // static Dictionary<int, DateTime> treasureModelReleaseTimes = new Dictionary<int, DateTime>(); |
| | | |
| | | public static GameObject LoadUITreasure(int _id) |
| | | { |
| | | GameObject instance = null; |
| | | if (treasureModels.ContainsKey(_id)) |
| | | { |
| | | instance = treasureModels[_id]; |
| | | if (instance == null) |
| | | { |
| | | treasureModels.Remove(_id); |
| | | } |
| | | } |
| | | // public static GameObject LoadUITreasure(int _id) |
| | | // { |
| | | // GameObject instance = null; |
| | | // if (treasureModels.ContainsKey(_id)) |
| | | // { |
| | | // instance = treasureModels[_id]; |
| | | // if (instance == null) |
| | | // { |
| | | // treasureModels.Remove(_id); |
| | | // } |
| | | // } |
| | | |
| | | if (instance == null) |
| | | { |
| | | var config = TreasureConfig.Get(_id); |
| | | var folder = string.Empty; |
| | | switch ((TreasureCategory)config.Category) |
| | | { |
| | | case TreasureCategory.Human: |
| | | folder = "RenZu"; |
| | | break; |
| | | case TreasureCategory.Demon: |
| | | folder = "MoZu"; |
| | | break; |
| | | case TreasureCategory.Fairy: |
| | | folder = "XianZu"; |
| | | break; |
| | | case TreasureCategory.King: |
| | | folder = "WangZhe"; |
| | | break; |
| | | default: |
| | | break; |
| | | } |
| | | // if (instance == null) |
| | | // { |
| | | // var config = TreasureConfig.Get(_id); |
| | | // var folder = string.Empty; |
| | | // switch ((TreasureCategory)config.Category) |
| | | // { |
| | | // case TreasureCategory.Human: |
| | | // folder = "RenZu"; |
| | | // break; |
| | | // case TreasureCategory.Demon: |
| | | // folder = "MoZu"; |
| | | // break; |
| | | // case TreasureCategory.Fairy: |
| | | // folder = "XianZu"; |
| | | // break; |
| | | // case TreasureCategory.King: |
| | | // folder = "WangZhe"; |
| | | // break; |
| | | // default: |
| | | // break; |
| | | // } |
| | | |
| | | var prefab = UILoader.LoadTreasure(folder, config.Model); |
| | | instance = GameObject.Instantiate(prefab); |
| | | treasureModels[_id] = instance; |
| | | // var prefab = UILoader.LoadTreasure(folder, config.Model); |
| | | // instance = GameObject.Instantiate(prefab); |
| | | // treasureModels[_id] = instance; |
| | | |
| | | UILoader.UnLoadTreasure(folder, config.Model); |
| | | } |
| | | // UILoader.UnLoadTreasure(folder, config.Model); |
| | | // } |
| | | |
| | | var animator = instance.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = true; |
| | | } |
| | | // var animator = instance.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = true; |
| | | // } |
| | | |
| | | LayerUtility.SetLayer(instance, LayerUtility.UILayer, true); |
| | | if (treasureModelReleaseTimes.ContainsKey(_id)) |
| | | { |
| | | treasureModelReleaseTimes.Remove(_id); |
| | | } |
| | | return instance; |
| | | } |
| | | // LayerUtility.SetLayer(instance, LayerUtility.UILayer, true); |
| | | // if (treasureModelReleaseTimes.ContainsKey(_id)) |
| | | // { |
| | | // treasureModelReleaseTimes.Remove(_id); |
| | | // } |
| | | // return instance; |
| | | // } |
| | | |
| | | public static void ReleaseUITreasure(int _id, GameObject _model) |
| | | { |
| | | treasureModelReleaseTimes[_id] = DateTime.Now; |
| | | var animator = _model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = false; |
| | | } |
| | | // public static void ReleaseUITreasure(int _id, GameObject _model) |
| | | // { |
| | | // treasureModelReleaseTimes[_id] = DateTime.Now; |
| | | // var animator = _model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | _model.SetActive(false); |
| | | } |
| | | // _model.SetActive(false); |
| | | // } |
| | | |
| | | private static void OnPerMinute() |
| | | { |
| | | var keys = new List<int>(treasureModelReleaseTimes.Keys); |
| | | for (int i = 0; i < keys.Count; i++) |
| | | { |
| | | var key = keys[i]; |
| | | var releaseTime = treasureModelReleaseTimes[key]; |
| | | if ((DateTime.Now - releaseTime).TotalSeconds > Constants.UnUsedRes_Unload_Delay) |
| | | { |
| | | if (treasureModels.ContainsKey(key)) |
| | | { |
| | | var model = treasureModels[key]; |
| | | treasureModels.Remove(key); |
| | | if (model != null) |
| | | { |
| | | GameObject.Destroy(model); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | // private static void OnPerMinute() |
| | | // { |
| | | // var keys = new List<int>(treasureModelReleaseTimes.Keys); |
| | | // for (int i = 0; i < keys.Count; i++) |
| | | // { |
| | | // var key = keys[i]; |
| | | // var releaseTime = treasureModelReleaseTimes[key]; |
| | | // if ((DateTime.Now - releaseTime).TotalSeconds > Constants.UnUsedRes_Unload_Delay) |
| | | // { |
| | | // if (treasureModels.ContainsKey(key)) |
| | | // { |
| | | // var model = treasureModels[key]; |
| | | // treasureModels.Remove(key); |
| | | // if (model != null) |
| | | // { |
| | | // GameObject.Destroy(model); |
| | | // } |
| | | // } |
| | | // } |
| | | // } |
| | | // } |
| | | |
| | | //法器 |
| | | public static GameObject LoadUIFaqi(string pathName, string modelName) |
| | | { |
| | | var prefab = UILoader.LoadFaqi(pathName, modelName); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | var model = pool.Request(); |
| | | // //法器 |
| | | // public static GameObject LoadUIFaqi(string pathName, string modelName) |
| | | // { |
| | | // var prefab = UILoader.LoadFaqi(pathName, modelName); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var model = pool.Request(); |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = true; |
| | | } |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = true; |
| | | // } |
| | | |
| | | LayerUtility.SetLayer(model, LayerUtility.UILayer, true); |
| | | return model; |
| | | } |
| | | // LayerUtility.SetLayer(model, LayerUtility.UILayer, true); |
| | | // return model; |
| | | // } |
| | | |
| | | public static GameObject LoadUIGodWeapon(int _type) |
| | | { |
| | | var prefab = UILoader.LoadGodWeapon(GeneralDefine.godWeaponMobs[_type]); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | var model = pool.Request(); |
| | | // public static GameObject LoadUIGodWeapon(int _type) |
| | | // { |
| | | // var prefab = UILoader.LoadGodWeapon(GeneralDefine.godWeaponMobs[_type]); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var model = pool.Request(); |
| | | |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = true; |
| | | } |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = true; |
| | | // } |
| | | |
| | | LayerUtility.SetLayer(model, LayerUtility.UILayer, true); |
| | | return model; |
| | | } |
| | | // LayerUtility.SetLayer(model, LayerUtility.UILayer, true); |
| | | // return model; |
| | | // } |
| | | |
| | | public static void ReleaseUIGodWeapon(int _type, GameObject _model) |
| | | { |
| | | if (!GameObjectPoolManager.IsValid()) |
| | | { |
| | | return; |
| | | } |
| | | if (!GeneralDefine.godWeaponMobs.ContainsKey(_type)) |
| | | { |
| | | return; |
| | | } |
| | | var prefab = UILoader.LoadGodWeapon(GeneralDefine.godWeaponMobs[_type]); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // public static void ReleaseUIGodWeapon(int _type, GameObject _model) |
| | | // { |
| | | // if (!GameObjectPoolManager.IsValid()) |
| | | // { |
| | | // return; |
| | | // } |
| | | // if (!GeneralDefine.godWeaponMobs.ContainsKey(_type)) |
| | | // { |
| | | // return; |
| | | // } |
| | | // var prefab = UILoader.LoadGodWeapon(GeneralDefine.godWeaponMobs[_type]); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | |
| | | var animator = _model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = false; |
| | | } |
| | | // var animator = _model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | pool.Release(_model); |
| | | } |
| | | // pool.Release(_model); |
| | | // } |
| | | |
| | | public static void ReleaseUIFaqi(string pathName, string modelName, GameObject _model) |
| | | { |
| | | if (!GameObjectPoolManager.IsValid()) |
| | | { |
| | | return; |
| | | } |
| | | // public static void ReleaseUIFaqi(string pathName, string modelName, GameObject _model) |
| | | // { |
| | | // if (!GameObjectPoolManager.IsValid()) |
| | | // { |
| | | // return; |
| | | // } |
| | | |
| | | var prefab = UILoader.LoadFaqi(pathName, modelName); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var prefab = UILoader.LoadFaqi(pathName, modelName); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | |
| | | var animator = _model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = false; |
| | | } |
| | | // var animator = _model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | pool.Release(_model); |
| | | } |
| | | // pool.Release(_model); |
| | | // } |
| | | |
| | | |
| | | |
| | | public static GameObject LoadUIWing(int _id) |
| | | { |
| | | var prefab = InstanceResourcesLoader.LoadModelRes(_id, false); |
| | | if (prefab == null) |
| | | { |
| | | return null; |
| | | } |
| | | // public static GameObject LoadUIWing(int _id) |
| | | // { |
| | | // var prefab = InstanceResourcesLoader.LoadModelRes(_id, false); |
| | | // if (prefab == null) |
| | | // { |
| | | // return null; |
| | | // } |
| | | |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | var model = pool.Request(); |
| | | var animator = model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = true; |
| | | } |
| | | return model; |
| | | } |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var model = pool.Request(); |
| | | // var animator = model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = true; |
| | | // } |
| | | // return model; |
| | | // } |
| | | |
| | | public static void ReleaseUIWing(int _id, GameObject _model) |
| | | { |
| | | var prefab = InstanceResourcesLoader.LoadModelRes(_id, false); |
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | var animator = _model.GetComponent<Animator>(); |
| | | if (animator != null) |
| | | { |
| | | animator.enabled = false; |
| | | } |
| | | // public static void ReleaseUIWing(int _id, GameObject _model) |
| | | // { |
| | | // var prefab = InstanceResourcesLoader.LoadModelRes(_id, false); |
| | | // var pool = GameObjectPoolManager.Instance.RequestPool(prefab); |
| | | // var animator = _model.GetComponent<Animator>(); |
| | | // if (animator != null) |
| | | // { |
| | | // animator.enabled = false; |
| | | // } |
| | | |
| | | pool.Release(_model); |
| | | } |
| | | } |
| | | // pool.Release(_model); |
| | | // } |
| | | // } |