--移动 local ReplaceSystem = {} -- 替换武将模型外显 function ReplaceSystem.ReplaceModel(entity, modelID) local characterData = entity._logicInitData._characterData local modelData = DataSheetManager.MonsterModelData:GetDataByID(characterData.ModelID) -- 要替换当前武将的原始的模型id ,不能用curModelID ,否则 变身为和尚时,和尚就换上了时装 local replaceComp = entity.components.replace replaceComp:SetReplaceModel(modelData.ID,modelID) end function ReplaceSystem.ReplaceModel_ByHeroAppearance(entity, heroAppearanceId) if heroAppearanceId > 0 then local heroAppearanceData = DataSheetManager.HeroAppearance:GetDataByID(heroAppearanceId) if heroAppearanceData then local replaceModelID = heroAppearanceData.BattleModel ReplaceSystem.ReplaceModel(entity, replaceModelID) end end end --增加 战斗使用的替换特效资源(武将时装、神兵时装 都能改变特效)[ 替换 战斗资源 现在默认替换的是初始模型的战斗资源,不替换变身模型的武器 ] function ReplaceSystem.AddReplaceBattlePSSkin(entity, skinReplaceID) local curModelData = entity.components.base.CurModelData local replaceComp = entity.components.replace replaceComp:AddReplaceSkinPS(curModelData.ID, skinReplaceID) end --删除 战斗使用的替换特效资源(武将时装、神兵时装 都能改变特效)[ 替换 战斗资源 现在默认替换的是初始模型的战斗资源,不替换变身模型的武器 ] function ReplaceSystem.RemoveReplaceBattlePSSkin(entity, skinReplaceID) local curModelData = entity.components.base.CurModelData local replaceComp = entity.components.replace replaceComp:RemoveReplaceSkinPS(curModelData.ID, skinReplaceID) end return ReplaceSystem