protected override void OnCreateCreatures() { m_isEnding = false; EventManager.AddEventListener(CreatureEvents.DEAD, OnCreatureDead); if (!moduleAI.IsStartAI) { moduleAI.StartAI(); } var players = LoadParam.players; for (var i = 0; i < players.Length; ++i) { var pi = players[i]; var info = modulePlayer.BuildPlayerInfo(pi); var isPlayer = pi.roleId == LoadParam.MasterId; var pos = new Vector3_(i == 0 ? CombatConfig.spvpStart.x : CombatConfig.spvpStart.y, 0, 0); var p = isPlayer || !LoadParam.IsMatchRobot ? Creature.Create(info, pos, new Vector3(0, 90, 0), isPlayer, i + ":" + pi.roleId, pi.roleName) : RobotCreature.Create(info, pos, new Vector3(0, 90, 0), i + ":" + pi.roleId, pi.roleName); if (i != 0) { p.direction = CreatureDirection.BACK; } p.roleId = pi.roleId; p.roleProto = pi.roleProto; p.teamIndex = i; p.avatar = pi.avatar; p.enableUpdate = false; if (isPlayer) { m_player = p; } m_players.Add(p); if (LoadParam.IsMatchRobot) { if (!isPlayer) { moduleAI.AddPlayerAI(p); } moduleAI.AddCreatureToCampDic(p); } CharacterEquip.ChangeCloth(p, pi.fashion); if (pi.pet != null && pi.pet.itemTypeId != 0) { var show = ConfigManager.Get <ShowCreatureInfo>(pi.pet.itemTypeId); if (show == null) { Logger.LogError("没有配置config_showCreatureInfo表。宠物ID = {0}, 没有出生位置信息。宠物模型创建失败", pi.pet.itemTypeId); continue; } var showData = show.GetDataByIndex(0); var data = showData.data.GetValue <ShowCreatureInfo.SizeAndPos>(0); p.pet = PetCreature.Create(p, PetInfo.Create(pi.pet), p.position_ + data.pos, p.eulerAngles, false, Module_Home.PET_OBJECT_NAME); p.pet.enableUpdate = false; if (!moduleAI.IsStartAI) { moduleAI.StartAI(); } moduleAI.AddPetAI(p.pet); } } combatCamera.enabled = false; combatCamera.LookTo(new Vector3((float)((CombatConfig.spvpStart.x + CombatConfig.spvpStart.y) * 0.5), 0, 0)); }
protected override void OnCreateCreatures() { base.OnCreateCreatures(); EventManager.AddEventListener(CreatureEvents.DEAD, OnCreatureDead); //进入迷宫的时候要还原血量 if (modulePVE.reopenPanelType == PVEReOpenPanel.Labyrinth) { int damage = (int)(player.maxHealth * (1.0f - moduleLabyrinth.labyrinthSelfInfo.healthRate / 100f)); player.TakeDamage(null, DamageInfo.CreatePreCalculate(damage)); player.rage = moduleLabyrinth.labyrinthSelfInfo.angerRate; //Logger.LogDetail("进入关卡赋值血量和怒气health = {0},anger = {1}", player.healthRate, player.rageRate); } moduleAI.StartAI(); if (m_player.pet != null) { moduleAI.AddPetAI(m_player.pet); } //创建机器人 int enermyCreatureId = moduleLabyrinth.lastSneakPlayer.GetProto(); PFashion enermyFashion = moduleLabyrinth.sneakPlayerDetail.fashion; m_enermy = RobotCreature.CreateRobot(enermyCreatureId, Vector3.zero + Vector3.right * 5, new Vector3(0f, 90f, 0f), enermyFashion.weapon, enermyFashion.gun, "hero2", moduleLabyrinth.lastSneakPlayer.roleName); m_enermy.gameObject.name = "enermy_robot"; m_enermy.direction = CreatureDirection.BACK; m_enermy.avatar = moduleLabyrinth.lastSneakPlayer.avatar; m_enermy.roleProto = enermyCreatureId; CharacterEquip.ChangeCloth(m_enermy, moduleLabyrinth.sneakPlayerDetail.fashion); //重置属性 ((RobotCreature)m_enermy).ResetRobotAttribute(moduleLabyrinth.sneakPlayerDetail.roleAttrs, enermyFashion); //创建宠物 PItem pet = moduleLabyrinth.lastSneakPlayer.pet; if (pet != null && pet.itemTypeId != 0) { var show = ConfigManager.Get <ShowCreatureInfo>(pet.itemTypeId); if (show == null) { Logger.LogError("没有配置config_showCreatureInfo表。宠物ID = {0}, 没有出生位置信息。宠物模型创建失败", pet.itemTypeId); } var showData = show.GetDataByIndex(0); var data = showData.data.GetValue <ShowCreatureInfo.SizeAndPos>(0); m_enermy.pet = PetCreature.Create(m_enermy, PetInfo.Create(pet), m_enermy.position_ + data.pos, m_enermy.eulerAngles, false, Module_Home.PET_OBJECT_NAME); moduleAI.AddPetAI(m_enermy.pet); } //设置被偷袭玩家BUFF if (moduleLabyrinth.sneakPlayerDetail.buffs != null) { ushort[] buffIds = moduleLabyrinth.sneakPlayerDetail.buffs; for (int i = 0, length = buffIds.Length; i < length; i++) { Buff.Create(buffIds[i], m_enermy); } } moduleAI.AddCreatureToCampDic(m_enermy); moduleAI.AddCreatureToCampDic(player); moduleAI.AddPlayerAI(m_enermy); combatCamera.enabled = false; combatCamera.LookTo(new Vector3((float)((CombatConfig.spvpStart.x + CombatConfig.spvpStart.y) * 0.5), 0, 0)); //set initial health and rage modulePVE.SetPveGameData(EnumPVEDataType.Health, m_player.healthRate); modulePVE.SetPveGameData(EnumPVEDataType.Rage, m_player.rageRate); }