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https://github.com/Alex-Rachel/TEngine.git
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PlayerActor
PlayerActor
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@@ -5,7 +5,7 @@ using UnityEngine;
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public class ActorTestMain : MonoBehaviour
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{
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private uint _actorId = 0;
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private uint _actorId = 1000;
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void Start()
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{
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@@ -65,9 +65,9 @@ namespace TEngine.Runtime.Actor
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/// <param name="lightType"></param>
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/// <param name="position"></param>
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/// <param name="quaternion"></param>
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public void CreatePlayerEntity(int actorId,string entityPath, Vector3 position,Quaternion quaternion)
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public void CreatePlayerEntity(GameActor actor,string entityPath, Vector3 position,Quaternion quaternion)
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{
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EntityData data = EntityData.Create(position,quaternion,actorId);
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EntityData data = EntityData.Create(position,quaternion,actor);
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EntitySystem.Instance.CreateEntity<ActorEntity>(entityPath, data);
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}
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@@ -6,16 +6,21 @@ namespace TEngine.Runtime.Actor
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{
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public class ActorEntity : EntityLogicEx
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{
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protected override void OnInit(object userData)
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protected override void OnShow(object userData)
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{
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base.OnInit(userData);
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var entityData = (EntityData)userData;
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var actor = ActorManager.Instance.GetActor((uint)entityData.UserData);
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GameActor actor = (GameActor)entityData.UserData;
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actor.Get<ModelComponent>().BindModel(gameObject);
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}
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protected override void OnHide(bool isShutdown, object userData)
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{
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}
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}
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/// <summary>
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@@ -77,7 +82,7 @@ namespace TEngine.Runtime.Actor
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// _model = Object.Instantiate(obj);
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//通过Entity创建实体
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PlayEntityMgr.Instance.CreatePlayerEntity((int)OwnActor.ActorId,"Capsule",Vector3.zero, Quaternion.identity);
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PlayEntityMgr.Instance.CreatePlayerEntity(OwnActor,"Capsule",Vector3.zero, Quaternion.identity);
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}
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public void BindModel(GameObject gameObject)
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