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- 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
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