/// <summary> /// 当服务器没返回机器人属性时,默认从怪物配置表中读取出跟玩家等级相符合的默认属性 /// </summary> /// <param name="playerLevel"></param> public void ResetRobotAttribute(int playerLevel) { Logger.LogDetail("{0} 's attribute change to id: {1} -level: {2} from config_monster_Attribute", gameObject.name, ROBOT_ATTRIBUTE_ID, playerLevel); MonsterAttriubuteInfo attribute = ConfigManager.Get <MonsterAttriubuteInfo>(ROBOT_ATTRIBUTE_ID); for (int i = 0, length = attribute.monsterAttriubutes.Length; i < length; i++) { if (level == attribute.monsterAttriubutes[i].level) { UpdateAttribute(playerLevel, attribute.monsterAttriubutes[i]); break; } } }
public static MonsterCreature CreateMonster(int monsterID, int group, int level, Vector3_ pos, Vector3 rot, StageInfo stage = null, string name = "", string uiName = "", bool needHealthBar = true) { var info = ConfigManager.Get <MonsterInfo>(monsterID); if (info == null) { Logger.LogError("MonsterCreature::Create: Create monster failed, could not find monster [{0}]", monsterID); return(null); } var rootNode = new GameObject().transform; if (!CreateMorphNodes(info.models, rootNode)) { Logger.LogError("MonsterCreature::Create: Create monster [{0}:{1}] failed, main model [{2}] not loaded", monsterID, info.name, CreatureInfo.GetMorphModelName(info.models, 0)); return(null); } rootNode.position = pos; rootNode.eulerAngles = rot; var c = Create <MonsterCreature>(string.IsNullOrEmpty(name) ? info.name : name, rootNode.gameObject); c.isCombat = true; c.InitPosition(pos); if (info.npcId > 0) { var npc = moduleNpc.GetTargetNpc(info.npcId); if (npc != null) { CharacterEquip.ChangeNpcFashion(c, npc.mode); } else { Logger.LogError($"monster表里monsterID = {info.npcId} 配置的NpcID错误,没有ID = {info.npcId}的Npc"); } } //如果配置有属性修正,则直接使用玩家的等级作为参考模板 int targetLevel = (stage != null && stage.levelCorrection) ? modulePlayer.roleInfo.level : level; double aggr = stage != null ? 1.0 + stage.aggressiveCorrection : 1.0; double defen = stage != null ? 1.0 + stage.defensiveCorrection : 1.0; bool isSuccess = false; MonsterAttriubuteInfo attribute = ConfigManager.Get <MonsterAttriubuteInfo>(info.AttributeConfigId); if (!attribute) { var attList = ConfigManager.GetAll <MonsterAttriubuteInfo>(); attribute = attList.GetValue(0); Logger.LogError("Could not find MonsterAttriubuteInfo with monsterId {0} AttributeConfigId [{1}] we will use attri with id {2} to replace", monsterID, info.AttributeConfigId, attribute ? attribute.ID : -1); } if (attribute) { for (int i = 0, length = attribute.monsterAttriubutes.Length; i < length; i++) { if (targetLevel == attribute.monsterAttriubutes[i].level) { isSuccess = true; c.UpdateConfig(info, attribute.monsterAttriubutes[i], aggr, defen); c._SetField(CreatureFields.Level, targetLevel); //怪物等级在怪物创建的时候去确定,初始化不赋值 break; } } //To avoid level is invalid if (!isSuccess) { MonsterAttriubuteInfo.MonsterAttriubute attri = attribute.monsterAttriubutes[attribute.monsterAttriubutes.Length - 1]; int maxLevel = attri.level; c.UpdateConfig(info, attri, aggr, defen); c._SetField(CreatureFields.Level, maxLevel); //怪物等级在怪物创建的时候去确定,初始化不赋值 Logger.LogError("怪物等级修正非法!player.level = {0} ,monster max level = {1} ", modulePlayer.roleInfo.level, maxLevel); } } c.isPlayer = false; c.isMonster = true; c.isRobot = false; c.roleProto = 0; c.uiName = string.IsNullOrEmpty(uiName) ? info ? info.name : c.name : uiName; //怪物属性记录 c.monsterInfo = info; c.monsterId = monsterID; c.monsterGroup = group; c.creatureCamp = group >= -1 ? CreatureCamp.MonsterCamp : group == -2 ? CreatureCamp.PlayerCamp : group == -3 ? CreatureCamp.NeutralCamp : CreatureCamp.None; c.monsterLevel = level; c.isBoss = false; c.isSendDeathCondition = false; c.teamIndex = GetMonsterRoomIndex(); c.obstacleMask = info.iobstacleMask; c.ignoreObstacleMask = info.iignoreObstacleMask; c.gameObject.name = Util.Format("{0}-> id:{1} group:{2} tIdx:{3}", info.name, info.ID, group, c.Identify); c.OnCreate(); c.hpVisiableCount = needHealthBar ? 1 : 0; return(c); }