(client) chore:修改了角色的身体结构的定义方式,现在图片资源统一使用ImageDef加载,使用了更节省资源的初始化方式;fix:修复了定义加载数组时只能初始化数组而不能初始化列表的问题
This commit is contained in:
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AI;
|
||||
using Base;
|
||||
@ -37,11 +38,17 @@ namespace Prefab
|
||||
public void DefaultInit()
|
||||
{
|
||||
var animator = GetComponentsInChildren<SpriteAnimator>();
|
||||
ITick[] inf = animator;
|
||||
entity.bodyAnimationNode.Add(Orientation.Down,inf.ToList());
|
||||
entity.bodyAnimationNode.Add(Orientation.Up,inf.ToList());
|
||||
entity.bodyAnimationNode.Add(Orientation.Left,inf.ToList());
|
||||
entity.bodyAnimationNode.Add(Orientation.Right,inf.ToList());
|
||||
var inf = animator.Cast<ITick>().ToList();
|
||||
foreach (EntityState state in Enum.GetValues(typeof(EntityState)))
|
||||
{
|
||||
var orientationDict = new Dictionary<Orientation, List<ITick>>();
|
||||
foreach (Orientation orientation in Enum.GetValues(typeof(Orientation)))
|
||||
{
|
||||
orientationDict[orientation] = inf; // 所有值都指向同一个列表
|
||||
}
|
||||
entity.bodyAnimationNode[state] = orientationDict;
|
||||
}
|
||||
|
||||
outline.Init();
|
||||
outline.Hide();
|
||||
}
|
||||
|
Reference in New Issue
Block a user