local XChessPursuitModel = require("XUi/XUiChessPursuit/XScene/XChessPursuitModel") local XChessPursuitBoss = XClass(XChessPursuitModel, "XChessPursuitBoss") function XChessPursuitBoss:Ctor() end function XChessPursuitBoss:LoadBoss(id, parent, cb) if self.GameObject then return end local config = XChessPursuitConfig.GetChessPursuitBossTemplate(id) self.Resource = CS.XResourceManager.Load(config.Perfab) if not self.Resource.Asset then XLog.Error("XChessPursuitBoss LoadBoss error, instantiate error, name: " .. config.Perfab) return end self.GameObject = CS.UnityEngine.Object.Instantiate(self.Resource.Asset, parent) self.Transform = self.GameObject.transform self.CSXChessPursuitModel = self.GameObject:AddComponent(typeof(CS.XChessPursuitBoss)) self.CSXChessPursuitModel:SetXChessPursuitCtrl(XChessPursuitCtrl.GetCSXChessPursuitCtrlCom()) self.Collider = self.GameObject:GetComponent(typeof(CS.UnityEngine.Collider)) end function XChessPursuitBoss:Dispose() if self.GameObject then self.CSXChessPursuitModel:Dispose() CS.UnityEngine.GameObject.Destroy(self.GameObject) self.GameObject = nil end self.Func = nil end function XChessPursuitBoss:SetColliderActive(isActive) if self.Collider then self.Collider.enabled = isActive end end return XChessPursuitBoss