少年修仙传客户端代码仓库
client_Wu Xijin
2019-04-13 db262279929aa542e1a98e33c21dd5eaad246e30
System/CreateRole/CreateRoleBehaviour.cs
@@ -9,11 +9,9 @@
    [SerializeField] float m_Scale = 1;
    [SerializeField] EnterPictureType m_EnterPictureType;
    [SerializeField] ShowAnimation m_EnterShowAnimation;
    [SerializeField] ShowAnimation m_RoutimeShowAnimation;
    [SerializeField] Effect[] m_PersistentEffect;
    [SerializeField] Effect[] m_EnterShowEffect;
    [SerializeField] Effect[] m_RoutimeShowEffect;
    [SerializeField] CreateRoleHeroPlatform m_Platform;
@@ -24,55 +22,6 @@
    public State state { get; private set; }
    List<SFXController> sfxControllers = new List<SFXController>();
    public void DoEnterShow()
    {
        CreateRoleManager.Instance.LoadModel(m_Job, (bool ok, UnityEngine.Object @object) =>
       {
           if (ok)
           {
               var model = @object as GameObject;
               model.transform.SetParentEx(m_Platform.transform, Vector3.zero, Quaternion.identity, Vector3.one * m_Scale);
               m_Shadow.Cast(model.transform);
               model.SetActive(true);
               ReleaseEffects();
               state = State.EnterShow;
               showTimeLine.ClearNode();
               foreach (var effect in m_PersistentEffect)
               {
                   showTimeLine.AddNone(effect.delay, () =>
                   {
                       PlayEffect(model.transform, effect);
                   });
               }
               foreach (var effect in m_EnterShowEffect)
               {
                   showTimeLine.AddNone(effect.delay, () =>
                   {
                       PlayEffect(model.transform, effect);
                   });
               }
               showTimeLine.AddNone(m_EnterShowAnimation.delay, () =>
               {
                   var animator = model.GetComponent<Animator>();
                   animator.Play(m_EnterShowAnimation.animation);
               });
               showTimeLine.AddNone(5f, () =>
               {
                   WindowCenter.Instance.Open<CreateRoleWin>();
               });
               showTimeLine.OnComplete(() => { state = State.Idle; });
               showTimeLine.Begin();
           }
       });
    }
    public void DoRoutineShow()
    {