上海苏宁宝丽嘉酒店,2020.11.17 15:30改为单机版本,以后合成单机版本可以以此版本为模板
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using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CloneBase))]
public abstract class ReplayBase : MonoBehaviour
{
protected CloneBase cloneBase;
// Use this for initialization
public virtual void Start()
{
cloneBase = GetComponent<CloneBase>();
MessageDispatcher.AddListener("ClearObject", Clear);
MessageDispatcher.AddListener("ReplayFrame", ReplayFrameClone);
MessageDispatcher.AddListener("ReplayEvent", ReplayEventClone);
}
public virtual void OnDestroy()
{
MessageDispatcher.RemoveListener("ClearObject", Clear);
MessageDispatcher.RemoveListener("ReplayFrame", ReplayFrameClone);
MessageDispatcher.RemoveListener("ReplayEvent", ReplayEventClone);
}
// Update is called once per frame
void Update()
{
}
public void ReplayFrameClone(IMessage obj)
{
var item = (ObjectData)obj.Data;
if (item.cloneObjType == cloneBase.cloneObjType)
{
if (cloneBase.clonePrefab != null)
{
CloneObject(item.json);
}
}
}
public abstract void CloneObject(string json);
private void ReplayEventClone(IMessage obj)
{
var item = (EventData)obj.Data;
if (item.cloneObjType == cloneBase.cloneObjType && item.eventType == RecordEventType.Clone)
{
CloneObject(item.json);
}
}
/// <summary>
/// 清空父对象下所有物体
/// </summary>
/// <param name="obj"></param>
public virtual void Clear(IMessage obj)
{
foreach (Transform child in transform)
{
EntitiesManager.Instance.DeleteObj(child.gameObject);
}
}
}