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- using UnityEngine;
- /* 本类用于动态加载狗
- * 初始化狗的基础模型和颜色
- * 场景中特殊的components 需要在场景单独的程序中加载
- * 狗的breed和skin大小写需要注意
- */
- public class DogInitialize : MonoBehaviour
- {
- public Vector3 location, rotation, scale = new Vector3(1,1,1) ; // 狗初始化位置
- public string dogId, dogDisplayName; // 狗的id指的是调用用户拥有的狗的id dogName是狗在场景中的显示名
- public DogProperty dogProperty;
- private void Awake()
- {
-
- }
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
- {
- // 如果输入dog id 就优先使用dog id的数据读取
- if (!string.IsNullOrWhiteSpace(dogId))
- {
- GetOwnedDogById(dogId);
- InitialDog();
- }
- }
- // Update is called once per frame
- //void Update()
- //{
-
- //}
- // 初始化狗,并显示在屏幕上
- public void InitialDog()
- {
- if (this.dogProperty != null)
- {
- var puppy = this.dogProperty;
- GameObject dog = Instantiate(Resources.Load<GameObject>("Dog/Breed/" + puppy.breed));
- dog.name = dogDisplayName;
- if (dog != null)
- {
- GameObject dogL2 = GameObject.Find(puppy.breed);
- Renderer renderer = dogL2.GetComponent<Renderer>();
- //Texture skin = Resources.Load<Texture>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
- Material mat = Resources.Load<Material>("Dog/Skin/" + puppy.breed + "/" + puppy.skin);
- if (mat != null && renderer != null)
- {
- //renderer.material.mainTexture = skin;
- renderer.material = mat;
- }
- }
- dog.transform.localPosition = location;
- dog.transform.localRotation = Quaternion.Euler(rotation);
- dog.transform.localScale = scale;
- }
- }
- // 查询用户名下所有的狗
- private void GetOwnedDogById(string id)
- {
- DogProperty puppy = null;
- foreach (var p in UserProperty.dogs)
- {
- if (p.id == id) {
- puppy = p;
- }
- }
- this.dogProperty = puppy;
- }
- }
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