去掉UI里面的角色3D模型加载功能
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@ -147,10 +147,10 @@ function UIRoleInfoView:OnDispose()
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end
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function UIRoleInfoView:OnHide()
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if self.previewSystem then
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self.previewSystem:Dispose(true)
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end
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self.previewSystem = nil
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-- if self.previewSystem then
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-- self.previewSystem:Dispose(true)
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-- end
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-- self.previewSystem = nil
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for i = 1, 6 do
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self.roleViewSystems[i]:Dispose()
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@ -185,10 +185,10 @@ function UIRoleInfoView:OnClose()
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lastClickLogTime = nil
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lastClickNum = nil
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if self.previewSystem then
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self.previewSystem:Dispose()
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end
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self.previewSystem = nil
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-- if self.previewSystem then
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-- self.previewSystem:Dispose()
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-- end
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-- self.previewSystem = nil
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if self.roleViewSystems then
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for i = 1, 6 do
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@ -555,10 +555,10 @@ function UIRoleInfoView:Refresh()
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ManagerContainer.LuaUIMgr:SetOldSlot(nil)
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self.controller:RefreshPartnersLists()
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if not self.previewSystem then
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self.previewSystem = PreviewSystem:new("Role", 512, 512)
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self.previewSystem:SetView(Vector3(-0.116, 1.649, 2.5), Quaternion.Euler(12.174, -182.628, 0.085))
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end
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-- if not self.previewSystem then
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-- self.previewSystem = PreviewSystem:new("Role", 512, 512)
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-- self.previewSystem:SetView(Vector3(-0.116, 1.649, 2.5), Quaternion.Euler(12.174, -182.628, 0.085))
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-- end
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for i = 1, 6 do
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self.roleViewSystems[i]:CancelCreate()
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@ -622,7 +622,7 @@ function UIRoleInfoView:Refresh()
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--self.name.uILocalizeScript:SetContent(cfgData.Name)
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end
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self.model.rawImage.texture = self.previewSystem:GetRenderTexture()
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--self.model.rawImage.texture = self.previewSystem:GetRenderTexture()
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self:RefreshFightPower()
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self:RefreshEquips()
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@ -2116,10 +2116,10 @@ end
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function UIRoleInfoView:RemoveCurModel()
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if curModel ~= nil then
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curModel:SetActive(false)
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self.previewSystem:RemoveGo(curModel)
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for i = 1, 6 do
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self.roleViewSystems[i]:Recycle()
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end
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-- self.previewSystem:RemoveGo(curModel)
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-- for i = 1, 6 do
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-- self.roleViewSystems[i]:Recycle()
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-- end
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curModel = nil
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end
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end
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@ -2146,17 +2146,17 @@ end
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--加载模型回调
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function UIRoleInfoView:LoadModelCB(model)
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curModel = model
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if self.previewSystem and model ~= nil then
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self.previewSystem:UpdateGo(model)
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end
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curModel.transform.position = Vector3.zero
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curModel:SetActive(true)
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-- curModel = model
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-- if self.previewSystem and model ~= nil then
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-- self.previewSystem:UpdateGo(model)
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-- end
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-- curModel.transform.position = Vector3.zero
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-- curModel:SetActive(true)
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local logicData = self.controller:GetHeroLogicData()
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if not isLeader then
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self.roleViewSystems[logicData.id]:RolePlayAni(curModel, logicData.owned and "f_show" or "f_Injured")
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end
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-- local logicData = self.controller:GetHeroLogicData()
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-- if not isLeader then
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-- self.roleViewSystems[logicData.id]:RolePlayAni(curModel, logicData.owned and "f_show" or "f_Injured")
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-- end
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end
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function UIRoleInfoView:GetModelRawImageTex()
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@ -2596,9 +2596,9 @@ function UIRoleInfoView:RefreshUserNickName()
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end
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function UIRoleInfoView:OnEffectLoaded(effect)
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if self.previewSystem and effect then
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self.previewSystem:UpdateGo(effect)
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end
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-- if self.previewSystem and effect then
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-- self.previewSystem:UpdateGo(effect)
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-- end
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end
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--endregion 未使用,或无效果
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@ -368,16 +368,17 @@ function UITeamView:SetTeamData()
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end
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--先获取上阵角色数据,再根据数据,加载模型数据
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local ourMembers = {}
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for i = 1, #teamDatas do
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if teamDatas[i].owned then
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local actor = ManagerContainer.LuaActorDataMgr:GetActorsById(teamDatas[i].uid, teamDatas[i].cfgId)
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if actor ~= nil then
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ourMembers[#ourMembers + 1] = actor
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end
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end
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end
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AvatarRTMgr.Instance:LoadPreviewActors(ourMembers, self)
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-- local ourMembers = {}
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-- for i = 1, #teamDatas do
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-- if teamDatas[i].owned then
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-- local actor = ManagerContainer.LuaActorDataMgr:GetActorsById(teamDatas[i].uid, teamDatas[i].cfgId)
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-- if actor ~= nil then
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-- ourMembers[#ourMembers + 1] = actor
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-- end
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-- end
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-- end
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-- AvatarRTMgr.Instance:LoadPreviewActors(ourMembers, self)
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self:OnLoadCompleted()
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end
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--切换编辑队伍模式
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