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41 行
1.2 KiB

using System;
using System.Net;
using Unity.Collections;
using Unity.Entities;
using UnityEngine;
public class CharacterItem1P : MonoBehaviour
{
[NonSerialized] public Entity item;
[NonSerialized] public Entity character1P;
}
[DisableAutoCreation]
public class CharacterItem1PLateUpdate : BaseComponentSystem<CharacterItem,CharacterItem1P>
{
public CharacterItem1PLateUpdate(GameWorld world) : base(world) {}
protected override void Update(Entity entity, CharacterItem item, CharacterItem1P item1P)
{
if (!EntityManager.Exists(item1P.character1P))
return;
var character1P = EntityManager.GetComponentObject<Character1P>(item1P.character1P);
// Update visiblity
item.SetVisible(character1P.isVisible);
if (EntityManager.HasComponent<CharacterEvents>(item1P.character1P))
{
var footsteps = EntityManager.GetComponentObject<CharacterEvents>(item1P.character1P);
footsteps.active = character1P.isVisible;
}
if (!item.visible)
return;
item1P.transform.position = character1P.itemAttachBone.position;
item1P.transform.rotation = character1P.itemAttachBone.rotation;
}
}