Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        if (!GameConfig.IsMultiMode)
        {
            // Create Simulator object
//			GameObject go = new GameObject("Simulator Mgr");
//			m_SimulatorMgr = go.gameObject.AddComponent<CSSimulatorMgr>();
//			m_SimulatorMgr.transform.parent = transform;
//			m_SimulatorMgr.Init(ID);


            // Create colony object if has
            Dictionary <int, CSDefaultData> objRecords = m_DataInst.GetObjectRecords();
            foreach (CSDefaultData defData in objRecords.Values)
            {
                CSObjectData objData = defData as CSObjectData;

                if (objData != null && objData.ID != CSConst.etID_Farm)
                {
                    if (!objData.m_Alive)
                    {
                        continue;
                    }

                    CSEntityAttr attr = new CSEntityAttr();
                    attr.m_InstanceId = objData.ID;
                    attr.m_Type       = objData.dType;
                    attr.m_Pos        = objData.m_Position;
                    attr.m_protoId    = objData.ItemID;
                    attr.m_Bound      = objData.m_Bounds;
                    CSEntity cse = _createEntity(attr);

                    if (objData.dType == CSConst.dtAssembly)
                    {
                        CSAssembly csa = cse as CSAssembly;
                        csa.ChangeState();
                    }
                    else
                    {
                        CSCommon csc = cse as CSCommon;
                        if (m_Assembly != null)
                        {
                            m_Assembly.AttachCommonEntity(csc);
                        }
                    }

                    // Create Simulator First
//					CSSimulator sim = null;
//					bool isNew = m_SimulatorMgr.CreateSimulator(objData.ID, out sim);
//					if (isNew)
//					{
//						CSSimulatorAttr cssAttr = new CSSimulatorAttr();
//						cssAttr.m_Hp = cse.m_Info.m_Durability / 0.6f;
//
//						sim.Init(cssAttr);
//					}
//
//					sim.Hp = sim.MaxHp * cse.DuraPercent;
//					sim.Position = cse.Position;
//					sim.noticeHpChanged = cse.OnLifeChanged;
                }
            }

            //delay load colony npc
            StartCoroutine(InitColonyNpc());
        }
        else
        {
            Debug.Log("<color=red>Creator start! Desc:" + gameObject.name + "</color>");
        }
    }
Beispiel #2
0
    //
//	private CSSimulatorMgr m_SimulatorMgr;
//	public CSSimulatorMgr  SimulatorMgr     { get { return m_SimulatorMgr;} }

    // <CETC> Create Managed Entity
    public override int CreateEntity(CSEntityAttr attr, out CSEntity outEnti)
    {
        outEnti = null;
        if (attr.m_Type == CSConst.etAssembly)
        {
            Vector3 travelPos = Vector3.zero;

            CSBuildingLogic csb = attr.m_LogicObj == null ? null : attr.m_LogicObj.GetComponent <CSBuildingLogic>();
            //lz-2017.01.17 基地逻辑预制物体加载成功并且有传送点就用配置的传送点的位置
            if (csb != null && csb.travelTrans != null)
            {
                travelPos = csb.travelTrans.position;
            }
            //lz-2017.01.17 否则就用基地核心向上偏移两米的位置
            else
            {
                travelPos = m_Assembly.Position + new Vector3(0, 2, 0);
            }

            if (m_Assembly == null)
            {
                if (GameConfig.IsMultiMode && attr.m_ColonyBase == null)
                {
                    return(CSConst.rrtUnkown);
                }
                outEnti = _createEntity(attr);
                m_Assembly.ChangeState();

                if (CSMain.s_MgCreator == this)
                {
                    ColonyLabel.Remove(travelPos);
                    new ColonyLabel(travelPos);
                }
            }
            else if (m_Assembly.ID == attr.m_InstanceId)
            {
                outEnti                 = m_Assembly;
                outEnti.gameLogic       = attr.m_LogicObj;
                outEnti.gameObject      = attr.m_Obj;
                outEnti.Position        = attr.m_Pos;
                outEnti.ItemID          = attr.m_protoId;
                outEnti.Bound           = attr.m_Bound;
                m_Assembly.Data.m_Alive = true;
                if (CSMain.s_MgCreator == this)
                {
                    ColonyLabel.Remove(travelPos);
                    new ColonyLabel(travelPos);
                }
            }
            else
            {
                if (m_Assembly != null)
                {
                    return(CSConst.rrtHasAssembly);
                }
            }
        }
        else
        {
            if (m_CommonEntities.ContainsKey(attr.m_InstanceId))
            {
                outEnti                  = m_CommonEntities[attr.m_InstanceId];
                outEnti.gameLogic        = attr.m_LogicObj;
                outEnti.gameObject       = attr.m_Obj;
                outEnti.Position         = attr.m_Pos;
                outEnti.ItemID           = attr.m_protoId;
                outEnti.BaseData.m_Alive = true;
                outEnti.Bound            = attr.m_Bound;
            }
            else
            {
                if (m_Assembly == null)
                {
                    return(CSConst.rrtNoAssembly);
                }

                if (!m_Assembly.InRange(attr.m_Pos))
                {
                    return(CSConst.rrtOutOfRadius);
                }

                // Is powerplant ?
                CSConst.ObjectType obj_type;
//                if ((attr.m_Type & CSConst.etPowerPlant) != 0)
//                    obj_type = CSConst.ObjectType.PowerPlant;
//                else
                obj_type = (CSConst.ObjectType)attr.m_Type;

                if (!m_Assembly.OutOfCount(obj_type))
                {
                    return(CSConst.rrtOutOfRange);
                }

                if (GameConfig.IsMultiMode && attr.m_ColonyBase == null)
                {
                    return(CSConst.rrtUnkown);
                }
                outEnti = _createEntity(attr);
                CSCommon csc = outEnti as CSCommon;
                m_Assembly.AttachCommonEntity(csc);
            }
        }
        ExecuteEvent(CSConst.cetAddEntity, outEnti);
        return(CSConst.rrtSucceed);
    }