Beispiel #1
0
 public NpcModel(string id, string name, NpcRole npcRole, NpcRace npcRace, NpcSize npcSize, RarityType rarityType,
                 CombatantModel combatantModel, string[] alwaysDroppedItemIDs = null)
 {
     this.ID                   = id;
     this.Name                 = name;
     this.NpcRole              = npcRole;
     this.NpcRace              = npcRace;
     this.NpcSize              = npcSize;
     this.RarityType           = rarityType;
     this.CombatantModel       = combatantModel;
     this.AlwaysDroppedItemIDs = alwaysDroppedItemIDs;
 }
Beispiel #2
0
    private void Start()
    {
        NpcRole npcRole = base.gameObject.AddComponent <NpcRole>();

        npcRole.openid     = this.openID;
        npcRole.lDesc      = this.desc;
        npcRole.id         = int.Parse(base.gameObject.name);
        npcRole.name       = this.rolename;
        npcRole.talkOffset = this.offset;
        npcRole.talkScale  = this.scale;
        npcRole.nav        = this.navmesh;
        UnityEngine.Object.Destroy(this);
    }
Beispiel #3
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    private void dispose()
    {
        this.ani = null;
        bool flag = this.uiactive;

        if (flag)
        {
            InterfaceMgr.getInstance().changeState(InterfaceMgr.STATE_NORMAL);
        }
        NpcRole[] componentsInChildren = base.transform.GetComponentsInChildren <NpcRole>();
        NpcRole[] array = componentsInChildren;
        for (int i = 0; i < array.Length; i++)
        {
            NpcRole npcRole = array[i];
            npcRole.dispose();
        }
        UnityEngine.Object.Destroy(base.transform.gameObject);
    }
Beispiel #4
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        public void FromObjectArray(object[] properties)
        {
            int i = 0;

            ID             = properties[i++] as string;
            Name           = properties[i++] as string;
            NpcRole        = (NpcRole)properties[i++];
            NpcRace        = (NpcRace)properties[i++];
            NpcSize        = (NpcSize)properties[i++];
            RarityType     = (RarityType)properties[i++];
            CombatantModel = new CombatantModel();
            CombatantModel.FromObjectArray(properties[i++] as object[]);

            object[] alwaysDroppedItemIdObjects = properties[i++] as object[];
            AlwaysDroppedItemIDs = new string[alwaysDroppedItemIdObjects.Length];
            for (int j = 0; j < AlwaysDroppedItemIDs.Length; j++)
            {
                AlwaysDroppedItemIDs[j] = alwaysDroppedItemIdObjects[j] as string;
            }
        }
Beispiel #5
0
        private ServerNpcModel buildRandomNPC(int npcLevel, int npcTeamID, RarityType minRarityType, RarityType maxRarityType)
        {
            RarityType npcRarity = RarityConstants.GetRandomRarityRange(minRarityType, maxRarityType);
            NpcRole    npcRole   = (NpcRole)RandomGen.GetIntRange(0, NumNpcRoles - 1);
            NpcRace    npcRace   = (NpcRace)RandomGen.GetIntRange(0, NumNpcRaces - 1);
            NpcSize    npcSize   = (NpcSize)RandomGen.GetIntRange(0, NumNpcSizes - 1);

            // TODO: determine better naming scheme. For now just join Size+Race+Role;
            string npcName = npcSize.ToString() + " " + npcRace.ToString() + " " + npcRole.ToString();

            // Build combatant model
            AbilityItemModel[] randomAbilities = getRandomNPCAbilities((int)npcRarity + 1, npcLevel);
            CombatantModel     combatantModel  = BuildCombatantSCMD.Execute(npcLevel, npcTeamID, randomAbilities, npcRarity);

            // TODO: determine behaviour based on role. For now use default
            CombatBehaviourBase combatBehaviour = new AbilityCycleBehaviour();

            ServerNpcModel serverNpcModel = new ServerNpcModel(combatBehaviour, "", npcName, npcRole, npcRace, npcSize, npcRarity, combatantModel);

            DetermineNPCDropTableSCMD.Execute(serverNpcModel);
            return(serverNpcModel);
        }
    public static void moveToNPc(int mapid, int npcId, List <string> listTalk = null, Action handle = null, bool taskmove = false)
    {
        bool    onlyOne   = true;
        Vector3 npcPos    = Vector3.zero;
        NpcRole targetNpc = NpcMgr.instance.getRole(npcId);

        if (targetNpc != null)
        {
            if (fsm.Autofighting)
            {
                fsm.Stop();
            }
            Vector3 targetNpcPos = targetNpc.transform.position;
            float   curDis       = Vector3.Distance(targetNpcPos, _inst.m_curModel.transform.position);
            if (curDis > 2 || lastNpcId != npcId || lastNpcId == 0)
            {
                npcPos = targetNpcPos;
            }
            lastNpcId = npcId;
        }
        moveto(mapid, npcPos, () =>
        {
            InterfaceMgr.getInstance().close(InterfaceMgr.A3_BOSSRANKING);
            DoAfterMgr.instacne.addAfterRender(() =>
            {
                if (onlyOne)//修改自动任务寻找npc对话垮地图时会出现对话框提前弹出的bug
                {
                    onlyOne   = false;
                    NpcRole n = NpcMgr.instance.getRole(npcId);
                    if (n == null)
                    {
                        return;
                    }
                    if (Vector3.Distance(n.transform.position, SelfRole._inst.m_curModel.transform.position) > 2)
                    {
                        SelfRole.moveto(n.transform.position, () =>
                        {
                            if (InterfaceMgr.getInstance().AnyWinOpen())
                            {
                                InterfaceMgr.getInstance().afterClose = () =>
                                {
                                    if (listTalk != null)
                                    {
                                        n.newDesc = listTalk;
                                    }
                                    n.handle = handle;
                                    n.onClick();
                                }
                            }
                            ;
                            else
                            {
                                if (listTalk != null)
                                {
                                    n.newDesc = listTalk;
                                }
                                n.handle = handle;
                                n.onClick();
                            }
                        }, false, 1.5f, taskmove: taskmove);
                    }
                    else
                    {
                        if (InterfaceMgr.getInstance().AnyWinOpen())
                        {
                            InterfaceMgr.getInstance().afterClose = () =>
                            {
                                if (listTalk != null)
                                {
                                    n.newDesc = listTalk;
                                }
                                n.handle = handle;
                                n.onClick();
                            }
                        }
                        ;
                        else
                        {
                            if (listTalk != null)
                            {
                                n.newDesc = listTalk;
                            }
                            n.handle = handle;
                            n.onClick();
                        }
                    }
                }
            });
        }, stopDis: 2f, taskmove: taskmove);
    }
 public ServerNpcModel(CombatBehaviourBase combatantBehaviour, string id, string name, NpcRole npcRole, NpcRace npcRace,
                       NpcSize npcSize, RarityType rarityType, CombatantModel combatantModel, string[] alwaysDroppedItemIDs = null) : base(id,
                                                                                                                                           name, npcRole, npcRace, npcSize, rarityType, combatantModel, alwaysDroppedItemIDs)
 {
     this.CombatBehaviour = combatantBehaviour;
 }