public void Load() { if (datas != null) { datas.Clear(); } datas = ConfigManager.Load <CharacterConf>(); dic.Clear(); for (int i = 0; i < datas.Count; i++) { CharacterConf obj = datas[i]; dic.Add(obj.id, obj); if (!dicByType.ContainsKey(obj.type)) { List <CharacterConf> typelist = new List <CharacterConf>(); typelist.Add(obj); dicByType.Add(obj.type, typelist); } else { dicByType[obj.type].Add(obj); } obj.SetPropertyvaluse(); } }
public override void Init(int instanceId, int confid, enMSCamp camp) { base.Init(instanceId, confid, camp); propertys = new CharacterProperty(); conf = ConfigManager.characterConfManager.dic[confid]; //名字 charactername = conf.name; //AI管理器 actionManager = new BaseActionManager(); actionManager.Init(this, Vector3.zero); //动画管理器 anim = this.GetComponent <Animator>(); //血条高度 boxSize = transform.GetComponent <BoxCollider>().size *transform.localScale.x; //注册到UI界面 //InGameManager.GetInstance().inGameUIManager.AddRole(this); this.level = conf.level; ResetAllProperty(true); lastPos = transform.position; EventManager.Register(this, EventID.EVENT_GAME_CHARACTER_HURT); EventData.CreateEvent(EventID.EVENT_GAME_CHARACTER_BORN).AddData(this).Send(); }
// Use this for initialization public void Init(CharacterConf conf) { this.conf = conf; nameLabel.text = conf.name; GameUIEventListener.Get(gameObject).onClick = ChooseSelf; }
public void LevelUp() { CharacterConf character = XMLData.CharacterConfs.Find(a => a.id == this.id); level++; speed += character.levelSpeed; strength += character.levelStrength; energy += character.levelEnergy; totalBlood = totalBlood + character.levelBlood + (character.levelStrength * 20); blood = totalBlood; CalculateArr(); }
public void Init(CharacterConf conf) { nameLabel.text = conf.name; sprite.spriteName = conf.id + ""; num.text = conf.strength + ""; num1.text = conf.speed + ""; num2.text = conf.energy + ""; num3.text = conf.blood + ""; num4.text = conf.levelStrength + ""; num5.text = conf.levelSpeed + ""; num6.text = conf.levelEnergy + ""; num7.text = conf.levelBlood + ""; }
public void CreateItem(List <TalentConf> talents) { //Debug.LogError(talents.Count); foreach (TalentConf conf in talents) { CharacterConf character = XMLData.CharacterConfs.Find(a => a.id == int.Parse(conf.buff)); GameObject go = NGUITools.AddChild(grid, item); go.GetComponent <RoleItem>().Init(character); UIEventListener.Get(go).onClick = OnClickTalent; UIEventListener.Get(go).parameter = character.id; go.SetActive(true); } grid.GetComponent <UIGrid>().Reposition(); }
public InGameBaseObj AddObj(int objid, enMSCamp camp) { gameObjInstanceId++; CharacterConf conf = ConfigManager.characterConfManager.dic[objid]; GameObject obj = Resources.Load(conf.prefabName) as GameObject; obj = MonoBehaviour.Instantiate(obj); InGameBaseObj objscript = obj.GetComponent <InGameBaseObj>(); objscript.Init(gameObjInstanceId, objid, camp); addList.Add(objscript); return(objscript); }
public void Create(int level, CharacterConf character) { IsNPC = true; this.id = character.id; this.level = level; speed = character.speed + ((level - 1) * character.levelSpeed); strength = character.strength + ((level - 1) * character.levelStrength); energy = character.energy + ((level - 1) * character.levelEnergy); blood = character.blood + ((level - 1) * character.levelBlood) + (strength * 20); totalBlood = blood; moves = speed / 5; roundGas = energy / 5; gas = roundGas; totalGas = roundGas * 2; skillConf = XMLData.SkillConfigs.Find(a => a.id == character.skill); skillLevel = XMLData.SkillLevelConfs.Find(a => a.id == character.skill); }
public void Create(CharacterConf character) { IsNPC = false; this.id = character.id; this.level = 1; speed = character.speed; strength = character.strength; energy = character.energy; blood = character.blood + (strength * 20); totalBlood = blood; moves = (speed / 5); roundGas = energy / 5; roundMove = moves; totalGas = roundGas * 2; gas = totalGas; Skill skill = new Skill(character.skill, 1); GameManage.Instance.userData.skills.Add(skill); }
//配置表id public InGameBaseObj ShowBaseRole(int id) { if (chooseRole != null) { MonoBehaviour.Destroy(chooseRole); chooseRole = null; } CharacterConf conf = ConfigManager.characterConfManager.dic[id]; Debug.Log(conf.prefabName); GameObject obj = Resources.Load(conf.prefabName) as GameObject; obj = MonoBehaviour.Instantiate(obj); obj.transform.position = Vector3.zero; InGameBaseObj objscript = obj.GetComponent <InGameBaseObj>(); chooseRole = obj; return(objscript); }