2d1e95845843f9cd0d16c35ecc66e2e0930393bf 4.0 KB

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  1. {
  2. "code": "import Role from \"./Role\";\r\nimport { PoolManager } from \"./PoolManager\";\r\nimport { Mathf } from \"../Util/Mathf\";\r\nimport { EffectController } from \"./EffectController\";\r\nimport { SceneController } from \"./SceneController\";\r\nexport class Player extends Role {\r\n onAwake() {\r\n super.onAwake();\r\n this.nexkNode = this.selfobj.getChildAt(0).getChildAt(0).getChildByName(\"Bip001 Pelvis\").getChildByName(\"Bip001 Spine\").getChildByName(\"Bip001 Spine1\").getChildByName(\"Bip001 Spine2\").getChildByName(\"Bip001 Neck\");\r\n this.HeadCenter = this.nexkNode.getChildByName(\"Bip001 Head\").getChildByName(\"HeadCenter\").transform;\r\n this.GlassesRoot = this.nexkNode.getChildByName(\"Bip001 Head\").getChildByName(\"GlassesRoot\");\r\n this.HatsRoot = this.nexkNode.getChildByName(\"Bip001 Head\").getChildByName(\"HatsRoot\");\r\n this.GunRoot = this.nexkNode.getChildByName(\"Bip001 R Clavicle\").getChildByName(\"Bip001 R UpperArm\").getChildByName(\"Bip001 R Forearm\").getChildByName(\"Bip001 R Hand\").getChildByName(\"GunRoot\");\r\n this.SetMat();\r\n }\r\n SetMat() {\r\n let s = this.selfobj.getChildAt(0).getChildByName(\"character\");\r\n this.matB = s.skinnedMeshRenderer.materials[0];\r\n this.matT = s.skinnedMeshRenderer.materials[1];\r\n }\r\n onStart() {\r\n }\r\n SetGun(sp) {\r\n if (this.Gun) {\r\n PoolManager.Instance.SetDisableObject(this.Gun);\r\n }\r\n this.GunRoot.addChild(sp);\r\n this.Gun = sp;\r\n this.Gun.transform.localPosition = Mathf.VecZero;\r\n this.Gun.transform.localRotationEuler = Mathf.VecZero;\r\n this.FxMuzzle = this.Gun.getChildByName(\"FxMuzzle\").transform;\r\n }\r\n SetHat(sp) {\r\n if (this.hats) {\r\n PoolManager.Instance.SetDisableObject(this.hats);\r\n this.hats = null;\r\n }\r\n if (!sp)\r\n return;\r\n this.HatsRoot.addChild(sp);\r\n this.hats = sp;\r\n this.hats.transform.localPosition = Mathf.VecZero;\r\n this.hats.transform.localRotationEuler = Mathf.VecZero;\r\n }\r\n SetGlass(sp) {\r\n if (this.glass) {\r\n PoolManager.Instance.SetDisableObject(this.glass);\r\n this.glass = null;\r\n }\r\n if (!sp)\r\n return;\r\n this.GlassesRoot.addChild(sp);\r\n this.glass = sp;\r\n this.glass.transform.localPosition = Mathf.VecZero;\r\n this.glass.transform.localRotationEuler = Mathf.VecZero;\r\n }\r\n SetBody(texture) {\r\n this.matB.albedoTexture = texture;\r\n this.matB.emissionTexture = texture;\r\n }\r\n SetLeg(texture) {\r\n this.matT.albedoTexture = texture;\r\n this.matT.emissionTexture = texture;\r\n }\r\n CreateFireEffect() {\r\n EffectController.Instance.CreateEffect(EffectController.effectName.fire, this.FxMuzzle.owner);\r\n }\r\n CreateDeaeEffect() {\r\n EffectController.Instance.CreateEffect(EffectController.effectName.xue, SceneController.Instance._effectNode, this.HeadCenter.position);\r\n }\r\n onEnable() {\r\n }\r\n onDisable() {\r\n }\r\n RemoveSelf() {\r\n if (this.Gun) {\r\n PoolManager.Instance.SetDisableObject(this.Gun);\r\n }\r\n if (this.hats) {\r\n PoolManager.Instance.SetDisableObject(this.hats);\r\n }\r\n if (this.glass) {\r\n PoolManager.Instance.SetDisableObject(this.glass);\r\n }\r\n this.destroy();\r\n }\r\n onDestroy() {\r\n }\r\n}\r\n",
  3. "references": [
  4. "D:/GitProject/GunGang/gungang_laya/gungang/src/GameLogic/Role.ts",
  5. "D:/GitProject/GunGang/gungang_laya/gungang/src/GameLogic/PoolManager.ts",
  6. "D:/GitProject/GunGang/gungang_laya/gungang/src/Util/Mathf.ts",
  7. "D:/GitProject/GunGang/gungang_laya/gungang/src/GameLogic/EffectController.ts",
  8. "D:/GitProject/GunGang/gungang_laya/gungang/src/GameLogic/SceneController.ts"
  9. ]
  10. }