| | |
| | | return m_modelScaleRate; |
| | | } |
| | | } |
| | | // 这里报错了检查一下 |
| | | public static BattleObject CreateBattleObject(BattleField _battleField, List<GameObject> posNodeList, TeamHero teamHero, BattleCamp _Camp) |
| | | { |
| | | var skinCfg = HeroSkinConfig.Get(teamHero.SkinID); |
| | | if (skinCfg == null) |
| | | { |
| | | Debug.LogError($"BattleObjectFactory: skinCfg is null for SkinID {teamHero.SkinID}"); |
| | | return null; |
| | | } |
| | | |
| | | // ===== 直接加载资源(非预加载的资源不走缓存系统)===== |
| | | #pragma warning disable CS0618 // Obsolete — sync legacy fallback, async path exists in CreateBattleObjectAsync |
| | | SkeletonDataAsset skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>( |
| | | "Hero/SpineRes/", |
| | | skinCfg.SpineRes |
| | | ); |
| | | #pragma warning restore CS0618 |
| | | |
| | | if (skeletonDataAsset == null) |
| | | { |
| | | Debug.LogError($"BattleObjectFactory: Failed to load SkeletonDataAsset for {skinCfg.SpineRes}"); |
| | | return null; |
| | | } |
| | | |
| | | // Debug.LogError($"{teamHero.SkinID} : {skinCfg.SpineRes}"); |
| | | |
| | | // ============================================== |
| | | |
| | | #pragma warning disable CS0618 |
| | | GameObject battleGO = ResManager.Instance.LoadAsset<GameObject>("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/); |
| | | #pragma warning restore CS0618 |
| | | |
| | | GameObject goParent = posNodeList[teamHero.positionNum]; |
| | | BattleObject battleObject = Produce(teamHero.positionNum, _battleField); |
| | | battleObject.ObjID = teamHero.ObjID; |
| | | |
| | | GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform); |
| | | SkeletonAnimation skeletonAnimation = realGO.GetComponentInChildren<SkeletonAnimation>(true); |
| | | |
| | | |
| | | float finalScaleRate = modelScaleRate * teamHero.modelScale; |
| | | |
| | | skeletonAnimation.initialSkinName = skinCfg.InitialSkinName; |
| | | skeletonAnimation.skeletonDataAsset = skeletonDataAsset; |
| | | skeletonAnimation.Initialize(true); |
| | | |
| | | // 初始化完成后设置皮肤 |
| | | if (!string.IsNullOrEmpty(skinCfg.InitialSkinName)) |
| | | { |
| | | var skeleton = skeletonAnimation.Skeleton; |
| | | skeleton.SetSkin(skinCfg.InitialSkinName); |
| | | skeleton.SetSlotsToSetupPose(); |
| | | skeletonAnimation.Update(0); |
| | | } |
| | | |
| | | realGO.name = battleObject.ObjID.ToString(); |
| | | realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate); |
| | | RectTransform rectTrans = realGO.GetComponent<RectTransform>(); |
| | | rectTrans.anchoredPosition = Vector2.zero; |
| | | |
| | | // HeroBattleObject 才有 GameObject 参数的 Init 方法 |
| | | if (battleObject is HeroBattleObject heroBattleObject) |
| | | { |
| | | heroBattleObject.Init(realGO, teamHero, _Camp); |
| | | } |
| | | // 其他类型(如MinggeBattleObject)不在这里创建,有单独的创建逻辑 |
| | | |
| | | #if UNITY_EDITOR |
| | | BattleDebug.LogError( |
| | | "初始化 未行动" + |
| | | (battleObject.Camp == BattleCamp.Red ? "【红方】" : "【蓝方】 ") + |
| | | $"武将: {battleObject.GetName()}\n" + |
| | | $"当前血量: {battleObject.GetCurHp()} -> 最大血量{battleObject.GetMaxHp()}\n" |
| | | ); |
| | | #endif |
| | | |
| | | return battleObject; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// US2: Async version of CreateBattleObject. |