private void CheckOrganSoldierWave(ref List <ActorPreloadTab> InPreloadListRef, ref ActorMeta InOrganActorMetaRef, ActorStaticData InStaticData) { if ((InOrganActorMetaRef.ActorType == ActorTypeDef.Actor_Type_Organ) && (InStaticData.TheOrganOnlyInfo.DeadEnemySoldier > 0)) { ResSoldierWaveInfo dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey((uint)InStaticData.TheOrganOnlyInfo.DeadEnemySoldier); int num = 0; while ((dataByKey != null) && (++num < 100)) { for (int i = 0; i < dataByKey.astNormalSoldierInfo.Length; i++) { ResSoldierTypeInfo info2 = dataByKey.astNormalSoldierInfo[i]; if (info2.dwSoldierID == 0) { break; } ActorMeta actorMeta = new ActorMeta { ActorType = ActorTypeDef.Actor_Type_Monster, ConfigId = (int)info2.dwSoldierID }; this.AddPreloadActor(ref InPreloadListRef, ref actorMeta, 2f, 0); } dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey(dataByKey.dwNextSoldierWaveID); } } }
private void CheckOrganSoldierWave(ref List <ActorPreloadTab> InPreloadListRef, ref ActorMeta InOrganActorMetaRef, ActorStaticData InStaticData) { if (InOrganActorMetaRef.ActorType == ActorTypeDef.Actor_Type_Organ && InStaticData.TheOrganOnlyInfo.DeadEnemySoldier > 0) { ResSoldierWaveInfo dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey((uint)InStaticData.TheOrganOnlyInfo.DeadEnemySoldier); int num = 0; while (dataByKey != null && ++num < 100) { for (int i = 0; i < dataByKey.astNormalSoldierInfo.Length; i++) { ResSoldierTypeInfo resSoldierTypeInfo = dataByKey.astNormalSoldierInfo[i]; if (resSoldierTypeInfo.dwSoldierID == 0u) { break; } ActorMeta actorMeta = default(ActorMeta); ActorMeta actorMeta2 = actorMeta; actorMeta2.ActorType = ActorTypeDef.Actor_Type_Monster; actorMeta2.ConfigId = (int)resSoldierTypeInfo.dwSoldierID; actorMeta = actorMeta2; this.AddPreloadActor(ref InPreloadListRef, ref actorMeta, 2f, 0); } dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey(dataByKey.dwNextSoldierWaveID); } } }
public SoldierWave(SoldierRegion InRegion, ResSoldierWaveInfo InWaveInfo, int InIndex) { this.Region = InRegion; this.WaveInfo = InWaveInfo; this.Index = InIndex; DebugHelper.Assert((this.Region != null) && (InWaveInfo != null)); this.isCannonNotified = false; this.Reset(); }
public SoldierWave(ResSoldierWaveInfo InWaveInfo) { this.Region = null; this.WaveInfo = InWaveInfo; this.Index = 0; DebugHelper.Assert(InWaveInfo != null); this.isCannonNotified = false; this.isNotifiedBigDragonSoldier = false; this.Reset(); }
public static ListView <SoldierWave> GetWavesForPreLoad(int inWaveId) { ListView <SoldierWave> listView = new ListView <SoldierWave>(); DebugHelper.Assert(GameDataMgr.soldierWaveDatabin != null); for (ResSoldierWaveInfo dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey((uint)inWaveId); dataByKey != null; dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey(dataByKey.dwNextSoldierWaveID)) { listView.Add(new SoldierWave(dataByKey)); } return(listView); }
public void Reset(ResSoldierWaveInfo InWaveInfo) { this.CurrentIndex = 0; this.TotalCount = 0; this.CurrentCount = 0; this.StatTotalCount = 0; this.SoldierConfigList = InWaveInfo.astNormalSoldierInfo; for (int i = 0; i < 5; i++) { this.StatTotalCount += this.SoldierConfigList[i].dwSoldierNum; } }
private void LoadWave(int theWaveID) { DebugHelper.Assert(GameDataMgr.soldierWaveDatabin != null); ResSoldierWaveInfo dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey((uint)theWaveID); int num = 0; while (dataByKey != null) { this.Waves.Add(new SoldierWave(this, dataByKey, num++)); dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey(dataByKey.dwNextSoldierWaveID); } }
private void LoadWave(int theWaveID) { DebugHelper.Assert(GameDataMgr.soldierWaveDatabin != null); ResSoldierWaveInfo dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey((uint)theWaveID); int num = 0; if (dataByKey != null && !this._isInitRouteType) { this._isInitRouteType = true; this.RouteType = (RES_SOLDIER_ROUTE_TYPE)dataByKey.bRouteType; } while (dataByKey != null) { this.Waves.Add(new SoldierWave(this, dataByKey, num++)); dataByKey = GameDataMgr.soldierWaveDatabin.GetDataByKey(dataByKey.dwNextSoldierWaveID); } }