local MinePlayerEntityView = class("MinePlayerEntityView", require("PlayerEntityView")) function MinePlayerEntityView:ctor() self.isShowAniming = false end function MinePlayerEntityView:CollectPreloadAssets() local userData = ManagerContainer.DataMgr.UserData self.roleViewSystem:RefreshData(Enum.RoleInEnvType.GuildLobby, userData:GetUserRoleId(), userData:GetViewData()) MinePlayerEntityView.super.CollectPreloadAssets(self) -- 主角光环 self.loadSystem:AddLoadAsset(Enum.ResourceType.GameObject, Constants.EffectPath, 'Hero/Common/FX_Hero_guanghuan') end function MinePlayerEntityView:ExitWorld() if self.guanghuanGo then ManagerContainer.ResMgr:RecycleGO(Constants.EffectPath, 'Hero/Common/FX_Hero_guanghuan', self.guanghuanGo) end self.guanghuanGo = nil MinePlayerEntityView.super.ExitWorld(self) end function MinePlayerEntityView:InitGenerateView() MinePlayerEntityView.super.InitGenerateView(self) -- 添加主角光环 local guanghuanGo = ManagerContainer.ResMgr:GetGoFromPool(Constants.EffectPath, 'Hero/Common/FX_Hero_guanghuan') local guanghuanTrans = guanghuanGo.transform guanghuanTrans:SetParent(self.transform) guanghuanTrans.localPosition = Vector3.zero guanghuanTrans.localRotation = Quaternion.identity self.guanghuanGo = guanghuanGo end function MinePlayerEntityView:RefreshGenerateView() MinePlayerEntityView.super.RefreshGenerateView(self) local userData = ManagerContainer.DataMgr.UserData self.roleViewSystem:RefreshView(Enum.RoleInEnvType.GuildLobby, userData:GetUserRoleId(), userData:GetViewData()) end return MinePlayerEntityView