public List <string> FillLabyrithBuffAsset() { List <string> list = new List <string>(); if (reopenPanelType == PVEReOpenPanel.Labyrinth && propToBuffDic != null && labyrinthBuffPropIds != null) { for (int i = 0; i < labyrinthBuffPropIds.Count; i++) { PropToBuffInfo info = propToBuffDic.Get(labyrinthBuffPropIds[i]); if (!info) { continue; } if (info.buffId > 0) { BuffInfo buff = ConfigManager.Get <BuffInfo>(info.buffId); if (buff) { list.AddRange(buff.GetAllAssets()); } } if (!string.IsNullOrEmpty(info.effect)) { list.Add(info.effect); } } } return(list); }
private void FillEnermyBuffEffect(List <string> assets) { //加载被偷袭玩家buff if (moduleLabyrinth.sneakPlayerDetail.buffs != null) { for (int i = 0; i < moduleLabyrinth.sneakPlayerDetail.buffs.Length; i++) { BuffInfo buff = ConfigManager.Get <BuffInfo>(moduleLabyrinth.sneakPlayerDetail.buffs[i]); if (buff) { buff.GetAllAssets(assets); } } } }
private void FillPlayerBuff(List <string> assets) { //加载玩家buff if (modulePlayer.buffs != null) { for (int i = 0; i < modulePlayer.buffs.Length; i++) { BuffInfo buff = ConfigManager.Get <BuffInfo>(modulePlayer.buffs[i]); if (buff) { buff.GetAllAssets(assets); } } } }
public List <string> FillLabyrithBuffAsset() { List <string> list = new List <string>(); short[] props = moduleLabyrinth.sneakPlayerDetail.propIds; if (props == null || props.Length == 0) { return(list); } List <PropToBuffInfo> configs = ConfigManager.GetAll <PropToBuffInfo>(); foreach (var item in configs) { propToBuffDic.Add(item.propId, item); } for (int i = 0; i < props.Length; i++) { PropToBuffInfo info = propToBuffDic.Get(props[i]); if (!info) { continue; } if (info.buffId > 0) { BuffInfo buff = ConfigManager.Get <BuffInfo>(info.buffId); if (buff) { list.AddRange(buff.GetAllAssets()); } } if (!string.IsNullOrEmpty(info.effect)) { list.Add(info.effect); } } return(list); }