| | |
| | | }
|
| | | m_Material = null;
|
| | |
|
| | | SwitchHand(false);
|
| | |
|
| | | foreach (var _effect in m_GodWeaponEffectDict.Values)
|
| | | {
|
| | | SFXPlayUtility.Instance.Release(_effect);
|
| | |
| | | private GameObject m_SecondaryModel;
|
| | | private GameObject m_WingModel;
|
| | | private GameObject m_HorseModel;
|
| | | private GameObject m_HandModel;
|
| | | private GA_Guard m_Guard;
|
| | |
|
| | | private Transform m_HorseBindNode;
|
| | |
|
| | | protected uint ClothesItemID { get; private set; }
|
| | | protected int HandResID { get; private set; }
|
| | | protected uint HorseID { get; private set; }
|
| | | protected uint WeaponItemID { get; private set; }
|
| | | protected uint SecondaryID { get; private set; }
|
| | |
| | | {
|
| | | itemID = _equipInfo.itemID;
|
| | | }
|
| | |
|
| | | // 如果有副手则卸下手臂
|
| | | if (m_EquipDict.ContainsKey((int)RoleEquipType.retWeapon2))
|
| | | {
|
| | | SwitchHand(false);
|
| | | }
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchHand(true);
|
| | | }
|
| | | }
|
| | | else if (index == (int)RoleEquipType.retClothes)
|
| | |
| | | m_SecondaryModel.transform.localPosition = Vector3.zero;
|
| | | m_SecondaryModel.transform.localRotation = Quaternion.identity;
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchHand(true);
|
| | | }
|
| | |
|
| | | // 重新确定当前状态
|
| | | if (m_HorseModel)
|
| | |
| | | GuardID = guardID;
|
| | | }
|
| | |
|
| | | protected void SwitchHand(bool onOrOff)
|
| | | {
|
| | | if (JobSetup == null
|
| | | || JobSetup.Job != 1)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
|
| | | if (onOrOff)
|
| | | {
|
| | | int _resID = JobSetup.BaseEquip[0] + 2900;
|
| | | EquipInfo _equipInfo;
|
| | | if (m_EquipDict.TryGetValue((int)RoleEquipType.retClothes, out _equipInfo))
|
| | | {
|
| | | var _clothesItem = Config.Instance.Get<ItemConfig>((int)_equipInfo.itemID);
|
| | | if (_clothesItem != null)
|
| | | {
|
| | | _resID = _clothesItem.ChangeOrd + 2900;
|
| | | }
|
| | | }
|
| | |
|
| | | if (m_HandModel)
|
| | | {
|
| | | if (!TryRelease(HandResID, m_HandModel))
|
| | | {
|
| | | return;
|
| | | }
|
| | | }
|
| | |
|
| | | if (TryRequest(_resID, ref m_HandModel))
|
| | | {
|
| | | // 替换当前衣服上的武器
|
| | | Transform _secondaryNode = m_ClothesModel.transform.GetChildTransformDeeply(GAStaticDefine.SecondaryBindBoneName[JobSetup.Job - 1]);
|
| | | m_HandModel.transform.SetParent(_secondaryNode);
|
| | | m_HandModel.transform.localPosition = Vector3.zero;
|
| | | m_HandModel.transform.localRotation = Quaternion.identity;
|
| | |
|
| | | HandResID = _resID;
|
| | | }
|
| | | }
|
| | | else
|
| | | {
|
| | | if (m_HandModel)
|
| | | {
|
| | | if (!TryRelease(HandResID, m_HandModel))
|
| | | {
|
| | | return;
|
| | | }
|
| | |
|
| | | HandResID = 0;
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | public void SwitchHorse(uint horseItemID)
|
| | | {
|
| | | if (horseItemID != 0
|