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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitManager : Singleton<UnitManager>
{
public PCController pc { get; private set; }
public List<MonsterController> monsters { get; private set; }
private Dictionary<UnitController, List<UnitSnapshot>> m_Snapshots = new Dictionary<UnitController, List<UnitSnapshot>>();
public void SetPlayerCharacter(PCController pc)
{
this.pc = pc;
}
public UnitSnapshot ClaimSnapshotSolo(UnitSnapshotInfo info)
{
UnitSnapshot snapshot = ClaimSnapshot(info.unit);
snapshot.ApplySnapshot(info);
return snapshot;
}
public UnitSnapshot ClaimSnapshot(UnitController unit)
{
List<UnitSnapshot> snapshots;
UnitSnapshot snap = null;
if (m_Snapshots.TryGetValue(unit, out snapshots))
{
snap = snapshots[snapshots.Count - 1];
snapshots.RemoveAt(snapshots.Count - 1);
return snap;
}
var obj = ResourceManager.Instance.LoadAsset<UnitSnapshot>(unit.unitDetail.snapshotAvatarPath);
if(obj)
{
snap = Object.Instantiate<UnitSnapshot>(obj);
//snap.gameObject.hideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave;
snap.Initialize(unit);
snap.active = false;
}
return snap;
}
public void ReleaseSnapshot(ref UnitSnapshot snap)
{
List<UnitSnapshot> snapshots;
if (!m_Snapshots.TryGetValue(snap.owner, out snapshots))
{
snapshots = new List<UnitSnapshot>();
m_Snapshots.Add(snap.owner, snapshots);
}
snapshots.Add(snap);
snap = null;
}
}
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