| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(weaponId);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(weaponModel);
|
| | | pool.Release(weaponModel);
|
| | | weaponModel = null;
|
| | | }
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(secondaryId);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(secondaryModel);
|
| | | pool.Release(secondaryModel);
|
| | | secondaryModel.SetActive(true);
|
| | | secondaryModel = null;
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(wingsId);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(wingsModel);
|
| | | pool.Release(wingsModel);
|
| | | wingsModel = null;
|
| | | wingsAnimator = null;
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(clothesId);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(clothesModel);
|
| | | pool.Release(clothesModel);
|
| | | clothesModel = null;
|
| | | if (clothesAnimator)
|
| | |
| | |
|
| | | if (weaponModel)
|
| | | {
|
| | | ResetModelLayer(weaponModel);
|
| | | GameObject prefab = InstanceResourcesLoader.LoadModelRes(weaponId);
|
| | | GameObjectPoolManager.Instance.ReleaseGameObject(prefab, weaponModel);
|
| | | weaponModel = null;
|
| | |
| | |
|
| | | var prefab = InstanceResourcesLoader.LoadModelRes(clothesId);
|
| | | var pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(clothesModel);
|
| | | pool.Release(clothesModel);
|
| | | clothesModel = null;
|
| | | if (clothesAnimator != null)
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(oldWeapon);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(weaponModel);
|
| | | pool.Release(weaponModel);
|
| | | weaponModel = null;
|
| | | }
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(oldSecondary);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(secondaryModel);
|
| | | pool.Release(secondaryModel);
|
| | | secondaryModel = null;
|
| | | }
|
| | |
| | | {
|
| | | prefab = InstanceResourcesLoader.LoadModelRes(oldWings);
|
| | | pool = GameObjectPoolManager.Instance.RequestPool(prefab);
|
| | | ResetModelLayer(wingsModel);
|
| | | pool.Release(wingsModel);
|
| | | wingsModel = null;
|
| | | }
|
| | |
| | | }
|
| | | closthesSFXList.Clear();
|
| | | }
|
| | |
|
| | | void ResetModelLayer(GameObject _go)
|
| | | {
|
| | | if (_go != null)
|
| | | {
|
| | | LayerUtility.SetLayer(_go, LayerUtility.Player, true);
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | }
|