public void ReceiveBattleInfor(object parm) { LogModule.DebugLog("ReceiveBattlerInfor"); CBattleInfor tBattleInfor = GameFacade.GetProxy <BattleProxy>().BattleInfor; mCurrentCamp = (SquadCamp)tBattleInfor.camp; ServerBattleState tServerBattleState = (ServerBattleState)tBattleInfor.currentState; if (tServerBattleState == ServerBattleState.STATUS_SELECTTARGET || tServerBattleState == ServerBattleState.STATUS_MARCH || tServerBattleState == ServerBattleState.STATUS_COMBAT) { mBattleState = BattleState.Start; } else { mBattleState = BattleState.prepare; } if (mSceneID != tBattleInfor.sceneId) { return; } StartCoroutine(LoadUnitAssets(tBattleInfor)); //Open Battle UI. MediatorManager.GetInstance().Add(new BattleUIController()); }
public void SetSquadInfor(CObjInfor tObjInfor) { mID = tObjInfor.id; mSquadCamp = (SquadCamp)tObjInfor.camp; mUnitCount = tObjInfor.unitcount; mHP = tObjInfor.hp; mHPMax = tObjInfor.maxhp; mSquadAttack = tObjInfor.attack; mSquadDefence = tObjInfor.defence; mSp = tObjInfor.sp; mlevel = tObjInfor.level; mBornPosionX = tObjInfor.posx; mBornPosionZ = tObjInfor.posz; mSquadTemplateID = tObjInfor.unitDataId; mBornPosionIndex = tObjInfor.arrangeindex; Tab_RoleBaseAttr tRoleBaseAttr = TableManager.GetRoleBaseAttrByID(tObjInfor.unitDataId)[0]; mUnitTemplateID = tRoleBaseAttr.UnitDataID; mSkillIDList = tObjInfor.skilldataid; Tab_SkillEx tSkillEx = TableManager.GetSkillExByID(mSkillIDList[0])[0]; SkillTemplateID = tSkillEx.SkillDataID; }
public void PreparePosition(int tSceneID, SquadCamp tCamp) { CG_BATTLEPREPARE battlerPreparePacket = (CG_BATTLEPREPARE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_BATTLEPREPARE); for (int i = 0; i < mBornInforList.Count; i++) { //if (mBornInforList[i].mSquadID != -1&& mBornInforList[i].mPosCamp == tCamp) //{ // CG_OBJARRANGEINDEX tBattlePreapare = new CG_OBJARRANGEINDEX(); // tBattlePreapare.SetObjId(mBornInforList[i].mSquadID); // tBattlePreapare.SetArrangeindex(mBornInforList[i].mArrangeindex); // battlerPreparePacket.AddObjList(tBattlePreapare); //} if (mBornInforList[i].mSquadID != -1) { CG_OBJARRANGEINDEX tBattlePreapare = new CG_OBJARRANGEINDEX(); tBattlePreapare.SetObjId(mBornInforList[i].mSquadID); tBattlePreapare.SetArrangeindex(i); battlerPreparePacket.AddObjList(tBattlePreapare); } } battlerPreparePacket.SetSceneId(tSceneID); battlerPreparePacket.SendPacket(); }