| Fight/GameActor/GActorPlayerBase.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 | |
| System/FairyAu/FairyFeastTransmitShow.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| UI/Common/UI3DShowHero.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/GameActor/GActorPlayerBase.cs
@@ -1651,7 +1651,7 @@ return; } var _itemConfig = Config.Instance.Get<ItemConfig>((int)WeaponItemID); if (_itemConfig != null) if (_itemConfig == null) { return; } Fight/GameActor/PartialModelResConfig.cs
@@ -52,7 +52,7 @@ for (int i = 0; i < _effects.Length; ++i) { if (i < _bones.Length) if (i < _bones.Length && !string.IsNullOrEmpty(_bones[i])) { _boneList.Add(_bones[i]); } @@ -62,7 +62,10 @@ } _effectList.Add(int.Parse(_effects[i])); // Debug.LogFormat("������Ч����: {0} => {1}", _bones[i], _dict[_bones[i]]); // if (Type == (int)E_ModelResType.Weapon) // { // Debug.LogFormat("设置了啊 : {0} => {1}", _bones[i], _effects[i]); // } } effectBoneDict[ResourcesName] = _boneList; System/FairyAu/FairyFeastTransmitShow.cs
@@ -518,6 +518,9 @@ secondaryModel.layer = LayerUtility.BossShow; var parent = clothesModel.transform.GetChildTransformDeeply(GAStaticDefine.SecondaryBindBoneName[job - 1]); secondaryModel.transform.SetParentEx(parent, Vector3.zero, Quaternion.identity, Vector3.one); var _resConfig = Config.Instance.Get<ModelResConfig>(secondaryResId); ShowSecondaryEffect(secondaryModel.transform, _resConfig.ResourcesName); } } } @@ -583,7 +586,78 @@ } } } private List<SFXController> m_WeaponEffectList = new List<SFXController>(); private List<SFXController> m_SecondaryEffectList = new List<SFXController>(); private void ShowWeaponEffect(Transform parent, string modelName) { HideWeaponEffect(); var _boneList = ModelResConfig.GetBoneList(modelName); var _effectlist = ModelResConfig.GetEffectList(modelName); if (_boneList != null && _effectlist != null) { for (int i = 0; i < _boneList.Count; ++i) { if (_boneList[i].Equals("null")) { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent); m_WeaponEffectList.Add(_ctrl); } else { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent.GetChildTransformDeeply(_boneList[i])); m_WeaponEffectList.Add(_ctrl); } } } } private void ShowSecondaryEffect(Transform parent, string modelName) { HideWeaponEffect(); var _boneList = ModelResConfig.GetBoneList(modelName); var _effectlist = ModelResConfig.GetEffectList(modelName); if (_boneList != null && _effectlist != null) { for (int i = 0; i < _boneList.Count; ++i) { if (_boneList[i].Equals("null")) { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent); m_SecondaryEffectList.Add(_ctrl); } else { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent.GetChildTransformDeeply(_boneList[i])); m_SecondaryEffectList.Add(_ctrl); } } } } private void HideSecondaryEffect() { foreach (var _ctrl in m_SecondaryEffectList) { SFXPlayUtility.Instance.Release(_ctrl); } m_SecondaryEffectList.Clear(); } private void HideWeaponEffect() { foreach (var _ctrl in m_WeaponEffectList) { SFXPlayUtility.Instance.Release(_ctrl); } m_WeaponEffectList.Clear(); } public void Transmit() { if (clothesAnimator) UI/Common/UI3DShowHero.cs
@@ -439,6 +439,9 @@ var parent = clothesModel.transform.GetChildTransformDeeply(GAStaticDefine.WeaponBindBoneName); weaponModel.transform.SetParentEx(parent, Vector3.zero, Quaternion.identity, Vector3.one); } var _resConfig = Config.Instance.Get<ModelResConfig>(resoureceId); ShowSecondaryEffect(weaponModel.transform, _resConfig.ResourcesName); } weaponId = resoureceId; @@ -507,6 +510,7 @@ if (secondaryResId != 0) { var _resConfig = Config.Instance.Get<ModelResConfig>(secondaryResId); prefab = InstanceResourcesLoader.LoadModelRes(secondaryResId); if (!prefab) { @@ -523,6 +527,8 @@ var parent = clothesModel.transform.GetChildTransformDeeply(GAStaticDefine.SecondaryBindBoneName[job - 1]); secondaryModel.transform.SetParentEx(parent, Vector3.zero, Quaternion.identity, Vector3.one); } ShowSecondaryEffect(secondaryModel.transform, _resConfig.ResourcesName); } secondaryId = secondaryResId; @@ -711,6 +717,79 @@ SwitchMaterial(_suitCount >= 5); } private List<SFXController> m_WeaponEffectList = new List<SFXController>(); private List<SFXController> m_SecondaryEffectList = new List<SFXController>(); private void ShowWeaponEffect(Transform parent, string modelName) { HideWeaponEffect(); var _boneList = ModelResConfig.GetBoneList(modelName); var _effectlist = ModelResConfig.GetEffectList(modelName); if (_boneList != null && _effectlist != null) { for (int i = 0; i < _boneList.Count; ++i) { if (_boneList[i].Equals("null")) { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent); m_WeaponEffectList.Add(_ctrl); } else { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent.GetChildTransformDeeply(_boneList[i])); m_WeaponEffectList.Add(_ctrl); } } } } private void ShowSecondaryEffect(Transform parent, string modelName) { HideWeaponEffect(); var _boneList = ModelResConfig.GetBoneList(modelName); var _effectlist = ModelResConfig.GetEffectList(modelName); if (_boneList != null && _effectlist != null) { for (int i = 0; i < _boneList.Count; ++i) { if (_boneList[i].Equals("null")) { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent); m_SecondaryEffectList.Add(_ctrl); } else { var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], parent.GetChildTransformDeeply(_boneList[i])); m_SecondaryEffectList.Add(_ctrl); } } } } private void HideSecondaryEffect() { foreach (var _ctrl in m_SecondaryEffectList) { SFXPlayUtility.Instance.Release(_ctrl); } m_SecondaryEffectList.Clear(); } private void HideWeaponEffect() { foreach (var _ctrl in m_WeaponEffectList) { SFXPlayUtility.Instance.Release(_ctrl); } m_WeaponEffectList.Clear(); } public void SwitchMaterial(bool isSuit) { if (clothesModel == null)