| Fight/GameActor/GAMgr.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_Pet.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/PartialModelResConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/UI3DModelExhibition.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/GameActor/GAMgr.cs
@@ -254,7 +254,7 @@ GA_Player _player = null; for (int i = 0; i < m_ContaintList.Count; ++i) { _player = GAMgr.Instance.GetBySID(m_ContaintList[i]) as GA_Player; _player = GetBySID(m_ContaintList[i]) as GA_Player; if (_player == null) { continue; Fight/GameActor/GA_Pet.cs
@@ -84,6 +84,10 @@ ShowOrHideModel(_showOrHide); } } else { ShowEffect(); } } public sealed override void ShowOrHideModel(bool showOrHide) Fight/GameActor/PartialModelResConfig.cs
@@ -50,7 +50,7 @@ { _dict[_bones[i]] = int.Parse(_effects[i]); // Debug.LogFormat("设置特效配置: {0} => {1}", _bones[i], _dict[_bones[i]]); // Debug.LogFormat("设置特效配置: {0} => {1}", _bones[i], _dict[_bones[i]]); } effectDict[ResourcesName] = _dict; UI/Common/UI3DModelExhibition.cs
@@ -44,6 +44,7 @@ int m_NPCId = 0; GameObject npcModel = null; SFXController m_NpcEffect; readonly List<SFXController> m_BindEffectList = new List<SFXController>(); public GameObject NpcModelPet { get { return npcModel; } @@ -602,6 +603,12 @@ } instance.SetActive(true); if (npcModel) { ShowNpcEffect(npcModel.transform, config.MODE); } ResetCameraColor(_gray); m_CameraColor.saturation = _gray ? 0.08f : 1f; @@ -774,6 +781,29 @@ } } private void ShowNpcEffect(Transform parent, string modelName) { HideNpcEffect(); var _dict = ModelResConfig.GetEffectDict(modelName); if (_dict != null) { foreach (var _bone in _dict.Keys) { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_dict[_bone], parent.GetChildTransformDeeply(_bone)); m_BindEffectList.Add(_ctrl); } } } private void HideNpcEffect() { foreach (var _ctrl in m_BindEffectList) { SFXPlayUtility.Instance.Release(_ctrl); } m_BindEffectList.Clear(); } } public struct UI3DPlayerExhibitionData