/// <summary>
    /// AttackNpc出生;
    /// </summary>
    private void SpawnAttackNpcWave(AttackNpcSpawnWave wave)
    {
        AttackNpcSpawnWave m_wave = wave;

        for (int i = 0; i < m_wave.AttackNpcSpawnList.Count; i++)
        {
            m_BattleUnitManagerPVE.CreateAttackNpc(wave.AttackNpcSpawnList[i]);
        }
    }
Beispiel #2
0
    public void Init(List <AttackNpcSpawnWave> spawnWaveList)
    {
        for (int i = 0; i < spawnWaveList.Count; i++)
        {
            AttackNpcSpawnWave wave = spawnWaveList[i];
            for (int j = 0; j < wave.AttackNpcSpawnList.Count; j++)
            {
                InitAttackNpc(wave.AttackNpcSpawnList[j]);
            }
        }


        List <int> warriorList = GetWarriorList();

        for (int i = 0; i < warriorList.Count; i++)
        {
            InitWarrior(warriorList[i]);
        }
    }
    public void StartBattle()
    {
        for (int i = 0; i < m_BattleData.AttackNpcSpawnWaveList.Count; i++)
        {
            AttackNpcSpawnWave wave = m_BattleData.AttackNpcSpawnWaveList[i];
            SpawnAttackNpcWave(wave);
        }

        for (int i = 0; i < m_BattleUnitManagerPVE.WarriorList.Count; i++)
        {
            m_BattleUnitManagerPVE.WarriorList[i].OnDeadEvent += HandleUnitDead;
            int battle_index = DungeonLogic.m_StageGrowth[m_StageData.ID];
            //if(m_StageData.BattleDatasList[battle_index].BattleType == Battle)
            SpawnWarrior(i, m_BattleData.WarriorSpawnList[i].Position, m_BattleData.WarriorSpawnList[i].Orient);
        }

        List <AttackNpc> npcList = new List <AttackNpc> (m_BattleUnitManagerPVE.AttackNpcDic.Values);

        for (int i = 0; i < npcList.Count; i++)
        {
            npcList[i].OnDeadEvent += HandleUnitDead;
        }
    }
Beispiel #4
0
    /// <summary>
    /// 加载NPC数据;
    /// </summary>
    public void LoadBattleData()
    {
        m_BattleDataDic = new Dictionary <int, BattleData>();
        string textAsset = ResourcesManager.Instance.LoadConfigXML(COMMDEF.XML_BATTLE_TEXT).text;

        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(textAsset);
        XmlNode datas = xmlDoc.SelectSingleNode("BattleDatas");

        XmlNodeList list = datas.ChildNodes;

        if (list == null || list.Count < 1)
        {
            return;
        }

        foreach (XmlNode node in list)
        {
            XmlElement element = node as XmlElement;
            if (!element.Name.Equals("BattleData"))
            {
                continue;
            }
            BattleData info = new BattleData();

            info.ID      = CommonHelper.Str2Int(element.GetAttribute("ID"));
            info.Name    = element.GetAttribute("Name");
            info.SceneId = CommonHelper.Str2Int(element.GetAttribute("SceneId"));

            XmlNodeList data = element.ChildNodes;
            if (data == null || data.Count < 1)
            {
                continue;
            }

            foreach (XmlNode subNode in data)
            {
                XmlElement subElement = subNode as XmlElement;
                if (subElement.Name.Equals("WarriorSpawnData"))
                {
                    XmlNodeList spawnDatas = subElement.ChildNodes;
                    if (spawnDatas == null || spawnDatas.Count < 1)
                    {
                        continue;
                    }

                    foreach (XmlNode ssubNode in spawnDatas)
                    {
                        XmlElement ssubElement = ssubNode as XmlElement;
                        if (ssubElement.Name.Equals("WarriorSpawnPos"))
                        {
                            WarriorSpawnPos spawnPos = new WarriorSpawnPos();

                            float subx = CommonHelper.Str2Float(ssubElement.GetAttribute("PosX"));
                            float suby = CommonHelper.Str2Float(ssubElement.GetAttribute("PosY"));
                            float subz = CommonHelper.Str2Float(ssubElement.GetAttribute("PosZ"));
                            spawnPos.Position = new Vector3(subx, suby, subz);
                            spawnPos.Orient   = CommonHelper.Str2Float(ssubElement.GetAttribute("Orient"));

                            //加入npc信息
                            if (info.WarriorSpawnList == null)
                            {
                                info.WarriorSpawnList = new List <WarriorSpawnPos>();
                            }
                            info.WarriorSpawnList.Add(spawnPos);
                        }
                    }
                }
                else if (subElement.Name.Equals("AttackNpcWaveData"))
                {
                    XmlNodeList npcWave = subElement.ChildNodes;
                    if (npcWave == null || npcWave.Count < 1)
                    {
                        continue;
                    }

                    if (info.AttackNpcSpawnWaveList == null)
                    {
                        info.AttackNpcSpawnWaveList = new List <AttackNpcSpawnWave>();
                    }

                    AttackNpcSpawnWave wave = new AttackNpcSpawnWave();
                    wave.SpawnTime = CommonHelper.Str2Float(subElement.GetAttribute("SpawnTime"));

                    foreach (XmlNode ssubNode in npcWave)
                    {
                        XmlElement ssubElement = ssubNode as XmlElement;
                        if (ssubElement.Name.Equals("AttackNpcSpawnData"))
                        {
                            AttackNpcSpawnData spawnData = new AttackNpcSpawnData();
                            spawnData.ID          = CommonHelper.Str2Int(ssubElement.GetAttribute("ID"));
                            spawnData.AttackNpcID = CommonHelper.Str2Int(ssubElement.GetAttribute("AttackNpcID"));
                            float subx = CommonHelper.Str2Float(ssubElement.GetAttribute("PosX"));
                            float suby = CommonHelper.Str2Float(ssubElement.GetAttribute("PosY"));
                            float subz = CommonHelper.Str2Float(ssubElement.GetAttribute("PosZ"));
                            spawnData.Position     = new Vector3(subx, suby, subz);
                            spawnData.Orient       = CommonHelper.Str2Float(ssubElement.GetAttribute("Orient"));
                            spawnData.PatrolRadius = CommonHelper.Str2Float(ssubElement.GetAttribute("PatrolRadius"));
                            spawnData.AI           = CommonHelper.Str2Int(ssubElement.GetAttribute("AI"));
                            wave.AttackNpcSpawnList.Add(spawnData);
                        }
                    }

                    info.AttackNpcSpawnWaveList.Add(wave);
                }
            }

            info.AttackNpcSpawnWaveList.Sort(delegate(AttackNpcSpawnWave a, AttackNpcSpawnWave b)
            {
                return(a.SpawnTime.CompareTo(b.SpawnTime));
            });

            //加入副本信息
            if (!m_BattleDataDic.ContainsKey(info.ID))
            {
                m_BattleDataDic.Add(info.ID, info);
            }
        }
    }