| | |
| | | |
| | | private bool isHeroShowBefore = false; |
| | | |
| | | // 创建坐骑 :id为0空坐骑也有配置 |
| | | public void Create(int _skinID, int _heroSkinID = 0, float scale = 1f, Action _onComplete = null, string motionName = "idle") |
| | | { |
| | | pool = GameObjectPoolManager.Instance.GetPool(UILoader.LoadPrefab("UIHorse")); |
| | |
| | | if (skinID == _skinID) |
| | | { |
| | | if (skinID == 0) |
| | | { |
| | | { |
| | | skeletonGraphic.enabled = false; |
| | | } |
| | | } |
| | | CreateHero(_heroSkinID, scale); |
| | | //避免重复创建 |
| | | return; |
| | |
| | | transform.SetActive(true); |
| | | } |
| | | |
| | | |
| | | |
| | | if (skinConfig == null || string.IsNullOrEmpty(skinConfig.Spine)) |
| | | { |
| | | //卸下坐骑的情况 |
| | |
| | | spineAnimationState = null; |
| | | CreateHero(_heroSkinID, scale); |
| | | return; |
| | | } |
| | | } |
| | | |
| | | skeletonGraphic.skeletonDataAsset = ResManager.Instance.LoadAsset<SkeletonDataAsset>("UIEffect/Spine/Horse", skinConfig.Spine); |
| | | if (skeletonGraphic.skeletonDataAsset == null) |