using System.Collections.Generic; using System; using UnityEngine; using Spine.Unity; public class BattleObjectFactory { // 本意是要在这里做池的内容的 但是想了一下 利用效率有点差 最多做一下红色方的缓存 蓝色方的即时用 即时删除 或者缓存上一次战斗的就行 // private static int AutoIncrementID = 100000; private static float modelScaleRate => float.Parse(FuncConfigConfig.Get("BattleModelScale").Numerical1); // 这里报错了检查一下 public static BattleObject CreateBattleObject(BattleField _battleField, List posNodeList, TeamHero teamHero, BattleCamp _Camp) { HeroSkinConfig skinCfg = teamHero.skinConfig; if (skinCfg == null) { Debug.LogError(teamHero.heroId + "BattleObjectFactory.CreateBattleObject: skinCfg is null for " + teamHero.SkinID); return null; } GameObject battleGO = ResManager.Instance.LoadAsset("Hero/SpineRes", "Hero_001"/*skinCfg.SpineRes*/); GameObject goParent = posNodeList[teamHero.positionNum]; BattleObject battleObject = new BattleObject(_battleField); battleObject.ObjID = teamHero.ObjID; GameObject realGO = GameObject.Instantiate(battleGO, goParent.transform); SkeletonGraphic skeletonGraphic = realGO.GetComponentInChildren(true); var skeletonDataAsset = ResManager.Instance.LoadAsset("Hero/SpineRes/", skinCfg.SpineRes); if (skeletonDataAsset == null) { Debug.LogError("BattleObjectFactory.CreateBattleObject: skeletonDataAsset is null for " + skinCfg.SpineRes); return null; } float finalScaleRate = modelScaleRate * teamHero.modelScale; skeletonGraphic.skeletonDataAsset = skeletonDataAsset; skeletonGraphic.Initialize(true); realGO.name = battleObject.ObjID.ToString(); realGO.transform.localScale = new Vector3(finalScaleRate, finalScaleRate, finalScaleRate); RectTransform rectTrans = realGO.GetComponent(); rectTrans.anchoredPosition = Vector2.zero; battleObject.Init(realGO, teamHero, _Camp); return battleObject; } public static void DestroyBattleObject(int key, BattleObject battleObj) { battleObj.Destroy(); battleObj = null; } }