XModelManager = XModelManager or {} local Ui_MODEL_TRANSFORM_PATH = "Client/Ui/UiModelTransform.tab" local Ui_SCENE_TRANSFORM_PATH = "Client/Ui/UiSceneTransform.tab" local MODEL_TABLE_PATH = "Client/ResourceLut/Model/Model.tab" local UIMODEL_TABLE_PATH = "Client/ResourceLut/Model/UIModel.tab" local DLC_MODEL_TABLE_PATH = "Client/StatusSyncFight/ResourceLut/Model/Model.tab" local SPECIAL_UIMODEL_PATH = "Client/ResourceLut/Model/SpecialUiModel.tab" local Ui_MODEL_CAMERA_PATH = "Client/Ui/UiModelCamera.tab" local UI_MODEL_NODE_ACTIVE_PATH = "Client/Ui/UiModelBoneActive.tab" local XEquipModel = require("XEntity/XEquip/XEquipModel") local Vector3 = CS.UnityEngine.Vector3 XModelManager.MODEL_ROTATION_VALUE = 10 XModelManager.MODEL_UINAME = { XUiMain = "UiMain", XUiCharacter = "UiCharacter", XUiPanelCharLevel = "UiPanelCharLevel", XUiPanelCharQuality = "UiPanelCharQuality", XUiPanelCharSkill = "UiPanelCharSkill", XUiPanelCharGrade = "UiPanelCharGrade", XUiPanelCharEnhanceSkill = "UiPanelCharEnhanceSkill", XUiPanelSelectLevelItems = "UiPanelSelectLevelItems", XUiPreFight = "UiPreFight", XUiDisplay = "UiDisplay", XUiFashion = "UiFashion", XUiFashionDetail = "UiFashionDetail", XUiNewPlayerTask = "UiNewPlayerTask", XUiBossSingle = "UiPanelBossDetail", XUiOnlineBoss = "UiOnlineBoss", XUiDormCharacterDetail = "UiDormCharacterDetail", XUiFurnitureDetail = "UiDormFurnitureDetail", XUiFavorabilityLineRoomCharacter = "UiFavorabilityLineRoomCharacter", XUiDrawShow = "UiDrawShow", XUiBabelTowerRoomCharacter = "UiBabelTowerRoomCharacter", UiArchiveMonsterDetail = "UiArchiveMonsterDetail", XUiRogueLikeRoomCharacter = "UiRogueLikeRoomCharacter", XUiUnionKillSelectRole = "UiUnionKillXuanRen", XUiUnionKillRank = "UiUnionKillRank", XUiGuildMain = "UiGuildMain", XUiWorldBossBossArea = "UiWorldBossBossArea", XUiExhibitionInfo = "UiExhibitionInfo", XUiPhotograph = "UiPhotograph", XUiActivityBriefBase = "XUiActivityBriefBase", XUiTRPGYingDi = "XUiTRPGYingDi", XUiTRPGWorldBossBossArea = "UiTRPGWorldBossBossArea", XUiNieRPOD = "XUiNieRPOD", XUiPokemonMonster = "UiPokemonMonster", XUiLottoShow = "UiLottoShow", XUiPartnerMain = "UiPartnerMain", XUiMoeWarMessage = "UiMoeWarMessage", XUiMoeWarSchedule = "UiMoeWarSchedule", XUiMoeWarVote = "UiMoeWarVote", UiReform = "UiReform", XUiSameColorGameBoss = "UiSameColorGameBoss", XUiSameColorGameBattle = "UiSameColorGameBattle", XUiSuperSmashBrosCharacter = "UiSuperSmashBrosCharacter", XUiAreaWarBoss = "UiAreaWarBoss", UiReviewActivityAnniversary = "UiReviewActivityAnniversary", XUiConsumeActivityLuckyBag = "UiConsumeActivityLuckyBag", XUiGoldenMinerMain3D = "UiGoldenMinerMain3D", XUiMultiDimMain = "UiMultiDimMain", UiBrilliantWalkMain = "UiBrilliantWalkMain", } --local RoleModelPool = {} --保存模型 local UiModelTransformTemplates = {} -- Ui模型位置配置表 local UiModelCameraTemplates = {} -- Ui模型相机配置表 local UiSceneTransformTemplates = {} -- Ui模型位置配置表 local ModelTemplates = {} -- 模型相关配置 local UIModelTemplates = {} -- UI模型相关配置 local DlcModelTemplates = {} --Dlc 模型 local SpecialUiModel = {} local LuaBehaviourDict = {} -- 武器生命周期对象 local CameraDefaultDic = {} -- 相机默认参数字典 local UiModelNodeActiveMap = {} --uiName + modelId -> Id --角色Model配置表 function XModelManager.Init() ModelTemplates = XTableManager.ReadByStringKey(MODEL_TABLE_PATH, XTable.XTableModel, "Id") UIModelTemplates = XTableManager.ReadByStringKey(UIMODEL_TABLE_PATH, XTable.XTableUiModel, "Id") DlcModelTemplates = XTableManager.ReadByStringKey(DLC_MODEL_TABLE_PATH, XTable.XTableUiModel, "Id") local specialModels = XTableManager.ReadAllByIntKey(SPECIAL_UIMODEL_PATH, XTable.XTableSpecialUiModel, "Id") for _, cfg in pairs( (specialModels or {})) do if not SpecialUiModel[cfg.ModelId] then SpecialUiModel[cfg.ModelId] = {} end if not cfg.MainModelId and not cfg.MinorModelId then XLog.Error("SpecialUiModel Init Error, MainModelId 与 MinorModelId 不能全为空. ModelId = "..id..",配置路径:"..SPECIAL_UIMODEL_PATH) return end SpecialUiModel[cfg.ModelId][cfg.UiName] = cfg end UiModelTransformTemplates = {} UiSceneTransformTemplates = {} local tab = XTableManager.ReadAllByIntKey(Ui_MODEL_TRANSFORM_PATH, XTable.XTableUiModelTransform, "Id") for _, config in pairs(tab) do if not UiModelTransformTemplates[config.UiName] then UiModelTransformTemplates[config.UiName] = {} end UiModelTransformTemplates[config.UiName][config.ModelName] = config end local sceneTab = XTableManager.ReadAllByIntKey(Ui_SCENE_TRANSFORM_PATH, XTable.XTableUiSceneTransform, "Id") for _, config in pairs(sceneTab) do if not UiSceneTransformTemplates[config.UiName] then UiSceneTransformTemplates[config.UiName] = {} end UiSceneTransformTemplates[config.UiName][config.SceneUrl] = config end local cameraTab = XTableManager.ReadAllByIntKey(Ui_MODEL_CAMERA_PATH, XTable.XTableUiModelCamera, "Id") for _, config in pairs(cameraTab) do if not UiModelCameraTemplates[config.UiName] then UiModelCameraTemplates[config.UiName] = {} end if not UiModelCameraTemplates[config.UiName][config.ModelName] then UiModelCameraTemplates[config.UiName][config.ModelName] = {} end table.insert(UiModelCameraTemplates[config.UiName][config.ModelName], config) end UiModelNodeActiveMap = {} local uiModelNodeActive = XTableManager.ReadByIntKey(UI_MODEL_NODE_ACTIVE_PATH, XTable.XTableUiModelBoneActive, "Id") for _, template in pairs(uiModelNodeActive) do local uiName, modelId = template.UiName, template.ModelName UiModelNodeActiveMap[uiName] = UiModelNodeActiveMap[uiName] or {} UiModelNodeActiveMap[uiName][modelId] = template end end local function GetUiModelConfig(modelId) local config = UIModelTemplates[modelId]--UI模型配置 or ModelTemplates[modelId]--战斗模型配置(保底配置) or DlcModelTemplates[modelId] --DLC模型 if not config then XLog.Error("XModelManager GetUiModelConfig error: 模型配置不存在, modelId: " .. modelId .. " ,配置路径: " .. UIMODEL_TABLE_PATH) return end return config end local function GetModelConfig(modelId) local config = ModelTemplates[modelId]--战斗模型配置 if not config then XLog.Error("XModelManager GetModelConfig error: 模型配置不存在, modelId: " .. modelId .. " ,配置路径: " .. MODEL_TABLE_PATH) return end return config end --============================== ---@desc 检查是否为特殊模型 ---@modelId 模型id ---@uiName 加载模型的UIName ---@return boolean 是否为特殊模型 ---@return boolean 是否为多重模型 --============================== function XModelManager.CheckModelIsSpecial(modelId, uiName) local specCfg = SpecialUiModel[modelId] local isMultiModel = false if specCfg then local uiName2Cfg = specCfg[uiName] and specCfg[uiName] or specCfg["Default"] if not uiName2Cfg then return true, false end isMultiModel = uiName2Cfg and (uiName2Cfg.MainModelId and uiName2Cfg.MinorModelId) or false end return specCfg and true or false, isMultiModel end --============================== ---@desc 获取需要特殊加载的模型Id, 优先级:MinorModelId > MainModelId ---@modelId 模型id ---@uiName 加载模型的UIName ---@return string 需要特殊加载的模型Id --============================== function XModelManager.GetSpecialModelId(modelId, uiName) local specCfg = SpecialUiModel[modelId] if specCfg then local uiName2Cfg = specCfg[uiName] and specCfg[uiName] or specCfg["Default"] if not uiName2Cfg then return modelId end return uiName2Cfg.MinorModelId and uiName2Cfg.MinorModelId or uiName2Cfg.MainModelId end return modelId end --============================== ---@desc 获取次级模型 ---@modelId 模型id ---@uiName 加载模型的UIName ---@return nil or modelId --============================== function XModelManager.GetMinorModelId(modelId, uiName) local specCfg = SpecialUiModel[modelId] if specCfg then local uiName2Cfg = specCfg[uiName] if not uiName2Cfg then uiName2Cfg = specCfg["Default"] if not uiName2Cfg then return nil end return uiName2Cfg.MinorModelId and uiName2Cfg.MinorModelId or nil end return uiName2Cfg.MinorModelId end return nil end --- 处理Ui模型上节点的显隐 ---@param uiName string ---@param modelId string ---@param model UnityEngine.GameObject -------------------------- function XModelManager.HandleUiModelNodeActive(uiName, modelId, model) if XTool.UObjIsNil(model) then return end local map = UiModelNodeActiveMap[uiName] if XTool.IsTableEmpty(map) then return end local template = map[modelId] if not template then return end local hideNodes, showNodes = template.HideNodes, template.ShowNodes local function setActive(nodes, active) nodes = nodes or {} for _, name in ipairs(nodes) do local go = model:FindTransform(name) if not XTool.UObjIsNil(go) then go.gameObject:SetActiveEx(active) end end end setActive(hideNodes, false) setActive(showNodes, true) end ------UI调用 begin -------- function XModelManager.GetUiModelPath(modelId) local config = GetUiModelConfig(modelId) return config.ModelPath end function XModelManager.GetUiDisplayControllerPath(modelId) local config = GetUiModelConfig(modelId) return config.DisplayControllerPath end function XModelManager.GetUiDefaultAnimationPath(modelId) local config = GetUiModelConfig(modelId) return config.UiDefaultAnimationPath end function XModelManager.GetUiControllerPath(modelId) local config = GetUiModelConfig(modelId) return config.ControllerPath end --特殊时装会用到的动画状态机路径 function XModelManager.GetUiFashionControllerPath(modelId) local config = GetUiModelConfig(modelId) return config.FashionControllerPath end ------UI调用 end -------- ------战斗C#调用 begin -------- function XModelManager.GetModelPath(modelId) local config = GetModelConfig(modelId) return config.ModelPath end function XModelManager.GetLowModelPath(modelId) local config = GetModelConfig(modelId) return config.LowModelPath end function XModelManager.GetControllerPath(modelId, level) local config = GetModelConfig(modelId) if level and level > 0 then if config.LevelControllerPath and config.LevelControllerPath[level] then return config.LevelControllerPath[level] else XLog.Error("Model:" .. modelId .. " doesnt has levelController:" .. level .." please check Client\\ResourceLut\\Model\\Model.tab") end end return config.ControllerPath end ------战斗C#调用 end -------- function XModelManager.GetRoleModelConfig(uiName, modelName) if not uiName or not modelName then XLog.Error("XModelManager.GetRoleModelConfig 函数错误: 参数uiName和modelName都不能为空") return end if UiModelTransformTemplates[uiName] then return UiModelTransformTemplates[uiName][modelName] end end function XModelManager.GetRoleCameraConfigList(uiName, modelName) if not uiName or not modelName then XLog.Error("XModelManager.GetRoleCameraConfigList 函数错误: 参数uiName和modelName都不能为空") return end if UiModelCameraTemplates[uiName] then return UiModelCameraTemplates[uiName][modelName] end end function XModelManager.GetSceneModelConfig(uiName, sceneUrl) if not uiName or not sceneUrl then XLog.Error("XModelManager.GetSceneModelConfig 函数错误: 参数uiName和sceneUrl都不能为空") return end if UiSceneTransformTemplates[uiName] then return UiSceneTransformTemplates[uiName][sceneUrl] end end function XModelManager.LoadSceneModel(sceneUrl, parent, uiName) local scene = CS.LoadHelper.InstantiateScene(sceneUrl) scene.transform:SetParent(parent, false) if uiName then XModelManager.SetSceneTransform(sceneUrl, scene, uiName) end return scene end --新UI框架 function XModelManager.LoadRoleModel(modelId, target, cb) if not modelId or not target then return end local modelPath = XModelManager.GetUiModelPath(modelId) local model = CS.LoadHelper.InstantiateNpc(modelPath) model.transform:SetParent(target, false) model.gameObject:SetLayerRecursively(target.gameObject.layer) model.transform.localScale = CS.UnityEngine.Vector3.one model.transform.localPosition = CS.UnityEngine.Vector3.zero model.transform.localRotation = CS.UnityEngine.Quaternion.identity if cb then cb(model) end end local setModeTransform = function(target, config) if not target or not config then return end target.transform.localPosition = CS.UnityEngine.Vector3(config.PositionX, config.PositionY, config.PositionZ) --检查数据 模型旋转 target.transform.localEulerAngles = CS.UnityEngine.Vector3(config.RotationX, config.RotationY, config.RotationZ) --检查数据 模型大小 target.transform.localScale = CS.UnityEngine.Vector3( config.ScaleX == 0 and 1 or config.ScaleX, config.ScaleY == 0 and 1 or config.ScaleY, config.ScaleZ == 0 and 1 or config.ScaleZ ) end local setModelCamera = function(target, config) if not target or not config then return end if config.FieldOfView > 0 then ---@type Cinemachine.CinemachineVirtualCamera local virtualCamera = target.gameObject:GetComponent("CinemachineVirtualCamera") if XTool.UObjIsNil(virtualCamera) then XLog.Error(string.format("未能找到虚拟相机组件, 相机名:%s 模型名:%s", target.gameObject.name, config.ModelName)) else local newLens = virtualCamera.m_Lens newLens.FieldOfView = config.FieldOfView virtualCamera.m_Lens = newLens end end target.transform.localPosition = CS.UnityEngine.Vector3(config.PositionX, config.PositionY, config.PositionZ) target.transform.localEulerAngles = CS.UnityEngine.Vector3(config.RotationX, config.RotationY, config.RotationZ) end --- 复原虚拟相机设置 ---@param target UnityEngine.GameObject 虚拟相机节点 ---@param position UnityEngine.Vector3 相机位置 ---@param rotation UnityEngine.Quaternion 相机旋转四元数 ---@param fov number 视角大小 -------------------------- local restoreCamera = function(target, position, rotation, fov, eulerAngles) if XTool.UObjIsNil(target) then return end target.transform.position = position target.transform.rotation = rotation target.transform.rotation.eulerAngles = eulerAngles local virtualCamera = target.gameObject:GetComponent("CinemachineVirtualCamera") if XTool.UObjIsNil(virtualCamera) then return end local newLens = virtualCamera.m_Lens newLens.FieldOfView = fov virtualCamera.m_Lens = newLens end --- 获取虚拟相机的视角大小 ---@param target UnityEngine.GameObject 虚拟相机节点 ---@return number -------------------------- local getVirtualCameraFov = function(target) if XTool.UObjIsNil(target) then return end local virtualCamera = target.gameObject:GetComponent("CinemachineVirtualCamera") if XTool.UObjIsNil(virtualCamera) then return end return virtualCamera.m_Lens.FieldOfView end function XModelManager.SetSceneTransform(sceneUrl, target, uiName) target.transform.localPosition = CS.UnityEngine.Vector3.zero target.transform.localEulerAngles = CS.UnityEngine.Vector3.zero target.transform.localScale = CS.UnityEngine.Vector3.one if not uiName then return end local config = XModelManager.GetSceneModelConfig(uiName, sceneUrl) if not config then return end setModeTransform(target, config) end function XModelManager.SetRoleTransform(name, target, uiName) target.transform.localPosition = CS.UnityEngine.Vector3.zero target.transform.localEulerAngles = CS.UnityEngine.Vector3.zero target.transform.localScale = CS.UnityEngine.Vector3.one if not uiName then return end local config = XModelManager.GetRoleModelConfig(uiName, name) if not config then return end setModeTransform(target, config) end ---@type table local curCamRoot = { } function XModelManager.SetRoleCamera(name, cameraRoot, uiName) if not uiName or XTool.UObjIsNil(cameraRoot) then return end -- 标记场景有没有重载,如果镜头节点重载了重置默认镜头参数 if XTool.UObjIsNil(curCamRoot[uiName]) then curCamRoot[uiName] = cameraRoot CameraDefaultDic[uiName] = nil end for cameraName, cameraDefault in pairs(CameraDefaultDic[uiName] or {}) do local camera = cameraRoot:FindTransform(cameraName) if camera then restoreCamera(camera, cameraDefault.Position, cameraDefault.Rotation, cameraDefault.VirtualFov, cameraDefault.EulerAngles) end end CameraDefaultDic[uiName] = nil local configList = XModelManager.GetRoleCameraConfigList(uiName, name) if not configList or not next(configList) then return end for _,config in pairs(configList or {}) do local camera = cameraRoot:FindTransform(config.CameraName) if camera then CameraDefaultDic[uiName] = CameraDefaultDic[uiName] or {} if not CameraDefaultDic[uiName][config.CameraName] then CameraDefaultDic[uiName][config.CameraName] = { Position = camera.transform.position, Rotation = camera.transform.rotation, EulerAngles = camera.transform.rotation.eulerAngles, VirtualFov = getVirtualCameraFov(camera) } end setModelCamera(camera, config) end end end function XModelManager.CheckAnimatorAction(animator, actionName) if not actionName then return false end if not (animator and animator:Exist() and animator.runtimeAnimatorController and animator.gameObject.activeInHierarchy) then return false end -- Animator.Play使用的是状态机里的stateName,而不是资源动作名 --local animationClips = animator.runtimeAnimatorController.animationClips --for i = 0, animationClips.Length - 1 do -- local tempClip = animationClips[i] -- if tempClip:Exist() and tempClip.name == actionName then -- return true -- end --end --XLog.Warning(animator.runtimeAnimatorController.name .. " 不存在動作ID:" .. actionName) --return true local stateId = CS.UnityEngine.Animator.StringToHash(actionName) local layer = 0 if not animator:HasState(layer, stateId) then XLog.Warning(animator.runtimeAnimatorController.name .. " 不存在動作ID:" .. actionName) return false end return true end --==============================-- --装备模型节点显示控制 function XModelManager.DoEquipModelControl(modelId, uiName, model) local hideNodeName = XEquipConfig.GetEquipModelShowHideNodeName(modelId, uiName) if not XTool.IsTableEmpty(hideNodeName) then for _, nodeName in pairs(hideNodeName) do local parts = model.transform:FindTransform(nodeName) if not XTool.UObjIsNil(parts) then parts.gameObject:SetActiveEx(false) else XLog.Error("DoEquipModelControl NodeName Is Wrong :" .. nodeName) end end end end --@param: 武器模型id列表 -- showEffect 显示特效 -- gameObject 用于绑定生命周期 -- noShowing 不需要变形(变形动画、变形音效、循环动画) -- noRotation 不需要自转 -- usage 武器用途(XEquipConfig.WeaponUsage) -- noSound 不需要声音 function XModelManager.LoadWeaponModel(modelId, target, transformConfig, uiName, cb, param, panelDrag) if not modelId or XTool.UObjIsNil(target) then return end if type(transformConfig) == "function" then cb = transformConfig transformConfig = nil end local XEquipConfig = XEquipConfig local usage = param and param.usage or XEquipConfig.WeaponUsage.Show local name = XEquipConfig.GetEquipModelName(modelId, usage) local model = target:LoadPrefab(name, false) if transformConfig then setModeTransform(model, transformConfig) end if not param or not param.showEffect then -- 默认显示特效 local effectPath = XEquipConfig.GetEquipModelEffectPath(modelId, usage) XModelManager.LoadWeaponEffect(model, effectPath) end local gameObject = param and param.gameObject XModelManager.PlayWeaponShowing(model, modelId, uiName, gameObject, param) -- 旋转逻辑 if gameObject and not (param and param.noRotation) then if (param.IsDragRotation) then XModelManager.DragRotateWeapon(panelDrag, model, modelId, gameObject, nil, nil, param.AntiClockwise) else XModelManager.AutoRotateWeapon(target, model, modelId, gameObject) end end XModelManager.DoEquipModelControl(modelId, uiName, model) if cb then cb(model) end end function XModelManager.AutoRotateWeapon(target, model, modelId, go, notWeapon, center) local equipModelObj = XModelManager.GetOrCreateLuaBehaviour(go) equipModelObj:AutoRotateWeapon(target, model, modelId, notWeapon, center) end function XModelManager.DragRotateWeapon(panelDrag, model, modelId, go, notWeapon, center, antiClockwise) local equipModelObj = XModelManager.GetOrCreateLuaBehaviour(go) equipModelObj:DragRotateWeapon(panelDrag, model, modelId, center, notWeapon, antiClockwise) end -- 播放变形动画及音效 -- param参数见 XModelManager.LoadWeaponModel function XModelManager.PlayWeaponShowing(target, modelId, uiName, go, param) local usage = param and param.usage or XEquipConfig.WeaponUsage.Show local noShowing = param and param.noShowing local noSound = param and param.noSound local roleModelId = param and param.roleModelId local notCareNoAnim = false local animController = XEquipConfig.GetEquipAnimController(modelId, usage) local animator if animController and uiName then animator = target:GetComponent("Animator") animator.runtimeAnimatorController = CS.LoadHelper.LoadUiController(animController, uiName) if animator.runtimeAnimatorController and roleModelId then local params = XEquipConfig.GetEquipAnimParams(roleModelId) if params ~= 0 then animator:SetInteger("UiAnime", params) notCareNoAnim = true end end -- 切换动作状态机前 先停止音效 local equipModelObj = XModelManager.GetLuaBehaviour(go) if equipModelObj then equipModelObj:ClearAudioInfo() end end --某些特殊类型无视关闭动画效果 if notCareNoAnim then else if noShowing then return end end local playSound = true -- 武器动画逻辑:静止 - 展开 - 待机循环(默认) local animStateName = XEquipConfig.GetEquipUiAnimStateName(modelId, usage) if animStateName then animator = animator or target:GetComponent("Animator") if animator and XModelManager.CheckAnimatorAction(animator, animStateName) then animator:Update(0) -- 静止 animator:Play(animStateName) -- 展开 local hasUiParam = false local parameters = animator.parameters for i = 0, parameters.Length - 1 do if parameters[i].name == "UiActionBegin" then hasUiParam = true break end end if hasUiParam then local animDelay = XEquipConfig.GetEquipUiAnimDelay(modelId, usage) if animDelay and animDelay > 0 then playSound = false XScheduleManager.ScheduleOnce(function() if not XTool.UObjIsNil(animator) then animator:SetBool("UiActionBegin", true) if not noSound then XModelManager.PlayWeaponSound(modelId, go, usage) end end end, animDelay) else animator:SetBool("UiActionBegin", true) end end else playSound = false end end if playSound then if not noSound then XModelManager.PlayWeaponSound(modelId, go, usage) end end end function XModelManager.PlayWeaponSound(modelId, go, usage) if not go then -- 音效需要gameObject绑定生命周期 return end local animCueId = XEquipConfig.GetEquipUiAnimCueId(modelId, usage) if animCueId and animCueId ~= 0 then local audioInfo = CS.XAudioManager.PlaySound(animCueId) -- 音效 XModelManager.AddAudioInfo(go, audioInfo) end end -- 记录模型音效,跟随gameObject生命周期 function XModelManager.AddAudioInfo(go, audioInfo) local equipModelObj = XModelManager.GetOrCreateLuaBehaviour(go) equipModelObj:AddAudioInfo(audioInfo) end -- 武器共鸣特效 function XModelManager.LoadWeaponEffect(model, effectPath) if not effectPath then return end if XTool.UObjIsNil(model) then return end local target = model.transform:FindTransform("WeaponCenter") if XTool.UObjIsNil(target) then return end target:LoadPrefab(effectPath, false) end --==============================-- --desc: 加载角色武器 --@roleModel: 角色模型 --@equipModelIdList: 武器模型id列表 --==============================-- function XModelManager.LoadRoleWeaponModel(roleModel, equipModelIdList, refName, cb, hideEffect, go, roleModelId, equipUsage) if not roleModel then return end local isShowing = (XDataCenter.SetManager.WeaponTransType == XSetConfigs.WeaponTransEnum.Open) local newCb = function(model) --新角色,武器同步骨骼 local component = model.gameObject:GetComponent(typeof(CS.XBoneTransformSync)) if component then component:SetTarget(roleModel.transform) end if cb then cb(model) end end local usage = XEquipConfig.WeaponUsage.Role if equipUsage and equipUsage > 0 then usage = equipUsage end for i = 1, #equipModelIdList do local modelId = equipModelIdList[i] if modelId then local weaponCase = roleModel.transform.FindTransform(roleModel.transform, "WeaponCase" .. i) if not weaponCase then XLog.Warning("XModelManager.LoadRoleWeaponModel warning, " .. "WeaponCase" .. i .. " not found") else XModelManager.LoadWeaponModel(modelId, weaponCase, nil, refName, newCb, { showEffect = not hideEffect, noShowing = not isShowing, noRotation = true, usage = usage, gameObject = go, noSound = true, roleModelId = roleModelId }) end end end -- 如果不加载武器,则直接执行CallBack if #equipModelIdList <= 0 and cb then cb() end end -- 根据FightNpcData创建武器模型及其特效 function XModelManager.LoadRoleWeaponModelByFight(roleModel, fightNpcData, refName, go, roleModelId) if not roleModel then return end local isShowing = (XDataCenter.SetManager.WeaponTransType == XSetConfigs.WeaponTransEnum.Open) local newCb = function(model) --新角色,武器同步骨骼 local component = model.gameObject:GetComponent(typeof(CS.XBoneTransformSync)) if component then component:SetTarget(roleModel.transform) end end local usage = XEquipConfig.WeaponUsage.Role local idList = XDataCenter.EquipManager.GetEquipModelIdListByFight(fightNpcData) for i, modelId in ipairs(idList) do local weaponCase = roleModel.transform.FindTransform(roleModel.transform, "WeaponCase" .. i) if not weaponCase then XLog.Warning("XModelManager.LoadRoleWeaponModel warning, " .. "WeaponCase" .. i .. " not found") else XModelManager.LoadWeaponModel(modelId, weaponCase, nil, refName, newCb, { noShowing = not isShowing, noRotation = true, usage = usage, gameObject = go, noSound = true, roleModelId = roleModelId }) end end end --============================== --desc: 为装备添加XLuaBehaviour,用于生命周期管理 --============================== function XModelManager.GetLuaBehaviour(go) if XTool.UObjIsNil(go) then return nil end return LuaBehaviourDict[go] end function XModelManager.GetOrCreateLuaBehaviour(go) if not LuaBehaviourDict[go] then local behaviour = go:GetComponent(typeof(CS.XLuaBehaviour)) if not behaviour then behaviour = go:AddComponent(typeof(CS.XLuaBehaviour)) end local obj = XEquipModel.New(go, behaviour) LuaBehaviourDict[go] = obj end return LuaBehaviourDict[go] end function XModelManager.RemoveLuaBehaviour(go) LuaBehaviourDict[go] = nil end