// 得到自己的队伍信息(从自己的数据池获取) void FillMyInfo(TeamMemberInfo member) { if (member == null) { throw new NullReferenceException("team member in FillMyInfo(member)"); } CObject_PlayerMySelf pMe = CObjectManager.Instance.getPlayerMySelf(); CCharacterData pMyData = pMe.GetCharacterData(); if (null == pMyData) { return; } member.m_szNick = pMyData.Get_Name(); member.m_uFamily = pMyData.Get_MenPai(); member.m_uDataID = pMyData.Get_RaceID(); member.m_uLevel = pMyData.Get_Level(); member.m_nPortrait = pMyData.Get_PortraitID(); member.m_WorldPos.m_fX = pMe.GetPosition().x; member.m_WorldPos.m_fZ = pMe.GetPosition().z; member.m_nHP = pMyData.Get_HP(); member.m_dwMaxHP = pMyData.Get_MaxHP(); member.m_nMP = pMyData.Get_MP(); member.m_dwMaxMP = pMyData.Get_MaxMP(); member.m_nAnger = 100; // 客户端没有 member.m_WeaponID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_WEAPON); member.m_CapID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_CAP); member.m_ArmourID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_ARMOR); member.m_CuffID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_CUFF); member.m_FootID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_BOOT); member.m_uBackID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_BACK);// [8/30/2010 Sun] member.m_bDead = (pMe.CharacterLogic_Get() == ENUM_CHARACTER_LOGIC.CHARACTER_LOGIC_DEAD); member.m_uFaceMeshID = pMyData.Get_FaceMesh(); member.m_uHairMeshID = pMyData.Get_HairMesh(); member.m_uHairColor = pMyData.Get_HairColor(); }
public string GetData(string typeName) { if (CObjectManager.Instance.getPlayerMySelf() == null) { return(""); } CCharacterData pCharData = CObjectManager.Instance.getPlayerMySelf().GetCharacterData(); if (typeName == "LEVEL") //等级 { return(pCharData.Get_Level().ToString()); } else if (typeName == "HP") //生命值 { return(pCharData.Get_HP().ToString()); } else if (typeName == "MP") //魔法值 { return(pCharData.Get_MP().ToString()); } else if (typeName == "MENPAI") //门派 { return(pCharData.Get_MenPai().ToString()); } else if (typeName == "AMBIT") //境界名称 { return(pCharData.Get_Ambit().ToString()); } else if (typeName == "PORTRAIT") //头像 { //得到玩家和自己的头像 string pImageName = ""; //打开生物定义表 _DBC_CHAR_FACE pFaceImage = CDataBaseSystem.Instance.GetDataBase <_DBC_CHAR_FACE>((int)DataBaseStruct.DBC_CHAR_FACE).Search_Index_EQU(pCharData.Get_PortraitID()); if (pFaceImage != null) { pImageName = pFaceImage.pImageSetName; } //else // 默认状态不显示头像图标, 头像图标显示空 //{ // pFaceImage = (const _DBC_CHAR_FACE*)(s_pFaceImageDBC->Search_LineNum_EQU(0)); // pImageName = pFaceImage->pImageSetName; //}// return(pImageName); } else if (typeName == "STR") //力量 力量 金 { //基础值 return((pCharData.Get_STR() - pCharData.Get_BringSTR()).ToString()); } else if (typeName == "SPR") //灵气 灵力 木 { return((pCharData.Get_SPR() - pCharData.Get_BringSPR()).ToString()); } else if (typeName == "CON") //体制 体制 水 { return((pCharData.Get_CON() - pCharData.Get_BringCON()).ToString()); } else if (typeName == "INT") //定力 智力 火 { return((pCharData.Get_INT() - pCharData.Get_BringINT()).ToString()); } else if (typeName == "DEX") //身法 敏捷 土 { return((pCharData.Get_DEX() - pCharData.Get_BringDEX()).ToString()); } else if (typeName == "BRING_STR") { return(pCharData.Get_BringSTR().ToString()); } else if (typeName == "BRING_SPR") { return(pCharData.Get_BringSPR().ToString()); } else if (typeName == "BRING_CON") { return(pCharData.Get_BringCON().ToString()); } else if (typeName == "BRING_INT") { return(pCharData.Get_BringINT().ToString()); } else if (typeName == "BRING_DEX") { return(pCharData.Get_BringDEX().ToString()); } else if (typeName == "ATT_PHYSICS") //物理攻击力 { return(pCharData.Get_AttPhysics().ToString()); } else if (typeName == "ATT_MAGIC") // 魔法攻击力 [7/16/2011 ivan edit] { return(pCharData.Get_AttMagic().ToString()); } else if (typeName == "DEF_PHYSICS") //物理防御力 { return(pCharData.Get_DefPhysics().ToString()); } else if (typeName == "DEF_MAGIC") //魔法防御力 { return(pCharData.Get_DefMagic().ToString()); } else if (typeName == "HIT") //命中率 { return(pCharData.Get_Hit().ToString()); } else if (typeName == "MISS") //闪避率 { return(pCharData.Get_Miss().ToString()); } else if (typeName == "CRITRATE") //会心率 { return(pCharData.Get_CritRate().ToString()); } else if (typeName == "DEFCRITRATE") // 会心防御 [12/24/2010 ivan edit] { return(pCharData.Get_DefCritRate().ToString()); } else if (typeName == "MAXHP") //最大生命值 { return(pCharData.Get_MaxHP().ToString()); } else if (typeName == "MAXMP") //最大魔法值 { return(pCharData.Get_MaxMP().ToString()); } return("0"); }