| | |
| | |
|
| | | public static GameObject LoadNpc(int id)
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| | | {
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| | | NPCConfig _m = Config.Instance.Get<NPCConfig>(id);
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| | | NPCConfig _m = NPCConfig.Get(id);
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| | |
|
| | | if (_m == null || string.IsNullOrEmpty(_m.MODE) || _m.MODE.Equals("0"))
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| | | {
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| | |
| | |
|
| | | public static GameObject LoadNpcPrefab(int npcID)
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| | | {
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| | | NPCConfig _m = Config.Instance.Get<NPCConfig>(npcID);
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| | | NPCConfig _m = NPCConfig.Get(npcID);
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| | |
|
| | | if (_m == null || _m.MODE.Equals("0"))
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| | | {
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| | |
| | | public static GameObject LoadModelRes(int id, bool _ui = false)
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| | | {
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| | |
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| | | ModelResConfig _m = Config.Instance.Get<ModelResConfig>(id);
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| | | ModelResConfig _m = ModelResConfig.Get(id);
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| | |
|
| | | if (_m == null)
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| | | {
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| | |
| | |
|
| | | public static void AsyncLoadModelRes(int id, Action<bool, UnityEngine.Object> callback = null)
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| | | {
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| | | ModelResConfig _m = Config.Instance.Get<ModelResConfig>(id);
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| | | ModelResConfig _m = ModelResConfig.Get(id);
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| | |
|
| | | if (_m == null)
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| | | {
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| | |
| | | {
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| | | GameObject _gameObject = null;
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| | |
|
| | | EffectConfig _effectModel = Config.Instance.Get<EffectConfig>(id);
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| | | EffectConfig _effectModel = EffectConfig.Get(id);
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| | |
|
| | | if (_effectModel == null)
|
| | | {
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| | |
| | | public static void LoadEffectAsync(int _id, Action<bool, UnityEngine.Object> _callBack = null)
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| | | {
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| | | GameObject gameObject = null;
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| | | var config = Config.Instance.Get<EffectConfig>(_id);
|
| | | var config = EffectConfig.Get(_id);
|
| | | if (config == null)
|
| | | {
|
| | | return;
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| | |
| | |
|
| | | public static void AsyncLoadNpc(int npcID, Action<bool, UnityEngine.Object> callBack = null)
|
| | | {
|
| | | NPCConfig _m = Config.Instance.Get<NPCConfig>(npcID);
|
| | | NPCConfig _m = NPCConfig.Get(npcID);
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| | |
|
| | | if (_m == null || _m.MODE.Equals("0"))
|
| | | {
|