| Fight/Actor/SelectionManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActorNpcNoFight.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/SelectionManager.cs
@@ -206,14 +206,20 @@ switch (type) { case E_Type.Red: s_Red.transform.SetParent(null); s_Red.transform.localScale = Vector3.one; s_Red.transform.position = Constants.Special_Hide_Position; if (s_Red) { s_Red.transform.SetParent(null); s_Red.transform.localScale = Vector3.one; s_Red.transform.position = Constants.Special_Hide_Position; } break; case E_Type.Green: s_Green.transform.SetParent(null); s_Green.transform.localScale = Vector3.one; s_Green.transform.position = Constants.Special_Hide_Position; if (s_Green) { s_Green.transform.SetParent(null); s_Green.transform.localScale = Vector3.one; s_Green.transform.position = Constants.Special_Hide_Position; } break; } Fight/GameActor/GActorNpcNoFight.cs
@@ -100,14 +100,17 @@ GameObject _prefab = InstanceResourcesLoader.LoadNpc(NpcConfig.NPCID); GameObjectPoolManager.Instance.ReleaseGameObject(_prefab, m_Model); if (NpcConfig.MODE.Contains("A_Zs") || NpcConfig.MODE.Contains("A_Fs")) if (m_Model) { var _renderer = m_Model.GetComponentInChildren<SkinnedMeshRenderer>(); if (_renderer) if (NpcConfig.MODE.Contains("A_Zs") || NpcConfig.MODE.Contains("A_Fs")) { MaterialLoader.Release(_renderer.material); _renderer.material = _renderer.sharedMaterial = null; _renderer.materials = _renderer.sharedMaterials = new Material[0]; var _renderer = m_Model.GetComponentInChildren<SkinnedMeshRenderer>(); if (_renderer) { MaterialLoader.Release(_renderer.material); _renderer.material = _renderer.sharedMaterial = null; _renderer.materials = _renderer.sharedMaterials = new Material[0]; } } } }