| | |
| | | public int EquipSuitID { get; private set; } |
| | | |
| | | private E_MovingState m_MovingState; |
| | | public E_MovingState MovingState { |
| | | public E_MovingState MovingState |
| | | { |
| | | get { return m_MovingState; } |
| | | private set { |
| | | private set |
| | | { |
| | | m_MovingState = value; |
| | | // Debug.LogFormat("设置 {0} 的移动状态为 {1}", ServerInstID, value); |
| | | } |
| | |
| | | |
| | | public JobSetupConfig JobSetup { get; protected set; } |
| | | |
| | | public override int NextAction { |
| | | get { |
| | | public override int NextAction |
| | | { |
| | | get |
| | | { |
| | | if (!m_ClothesAnimator) |
| | | { |
| | | return -1; |
| | |
| | | return m_ClothesAnimator.GetInteger(GAStaticDefine.Param_Action); |
| | | } |
| | | |
| | | set { |
| | | set |
| | | { |
| | | if (m_ClothesAnimator) |
| | | { |
| | | m_ClothesAnimator.SetInteger(GAStaticDefine.Param_Action, value); |
| | |
| | | } |
| | | |
| | | private PlayerSuitModel _suitModel; |
| | | private PlayerSuitModel SuitModel { |
| | | private PlayerSuitModel SuitModel |
| | | { |
| | | get { return _suitModel ?? (_suitModel = ModelCenter.Instance.GetModel<PlayerSuitModel>()); } |
| | | } |
| | | |
| | | private PlayerPackModel m_PlayerBackModel; |
| | | private PlayerPackModel PlayerBackModel { |
| | | get { |
| | | private PlayerPackModel PlayerBackModel |
| | | { |
| | | get |
| | | { |
| | | return m_PlayerBackModel ?? (m_PlayerBackModel = ModelCenter.Instance.GetModel<PlayerPackModel>()); |
| | | } |
| | | } |
| | |
| | | } |
| | | |
| | | RequestShadow(); |
| | | |
| | | var _equipModel = PlayerBackModel.GetSinglePackModel(PackType.rptEquip); |
| | | var _itemModel = _equipModel.GetItemModelByIndex((int)RoleEquipType.retSpiritAnimal); |
| | | |
| | | if (_itemModel != null) |
| | | { |
| | | SwitchGuard((uint)_itemModel.itemInfo.ItemID); |
| | | } |
| | | } |
| | | else |
| | | { |
| | |
| | | m_HeadUpName.target = MP_Name; |
| | | } |
| | | |
| | | SwitchGuard(0); |
| | | |
| | | ReleaseShadow(); |
| | | } |
| | | |
| | |
| | | { |
| | | _pet.ShowOrHideModel(showOrHide); |
| | | } |
| | | |
| | | |
| | | |
| | | ShowOrHide = showOrHide; |
| | | } |
| | |
| | | #region 战前冲锋 |
| | | |
| | | private bool m_IsRushing = false; |
| | | public bool IsRushing { |
| | | get { |
| | | public bool IsRushing |
| | | { |
| | | get |
| | | { |
| | | return m_IsRushing; |
| | | } |
| | | } |