public Unit(string sysId) { this._sysId = sysId; this._cfg = UnitManager.getInatance().getUnitCfgBySysId(sysId); // 先粘贴 UnitAttribute = new CardAttribute(); this._curHp = this._cfg.hitPoint; this._maxHp = this._cfg.hitPoint; // //unitSprite = new UnitUI(this, targetPosition); this._id = IDProvider.getInstance().applyUnitId(this); UnitManager.getInatance().registerUnit(this); this._buffList = new List<BuffDataDriven>(); InterpreterManager.getInstance().registerLightUserData(this); this.initAttributes(); }
// todo : 弃用 public Unit(int unitID, ChessboardPosition targetPosition) { this._curCell = Chessboard.GetCell(targetPosition); Skill_1 = null; Skill_2 = null; Skill_3 = null; switch (unitID) { case 1: Skill_1 = new Skill_1_1(this); Skill_2 = new Skill_1_2(this); break; } // Test this._sysId = "Unit_0001_01"; this._cfg = UnitManager.getInatance().getUnitCfgBySysId(sysId); UnitAttribute = new CardAttribute(); this._curHp = UnitAttribute.hp; this._maxHp = UnitAttribute.hp; // this.createUnitPrefab(); Chessboard.addChildOnLayer(this._unitGo, BattleConsts.BattleFieldLayer_Unit, targetPosition.y, targetPosition.x); //unitSprite = new UnitUI(this, targetPosition); this._id = IDProvider.getInstance().applyUnitId(this); UnitManager.getInatance().registerUnit(this); this._buffList = new List<BuffDataDriven>(); InterpreterManager.getInstance().registerLightUserData(this); this.setUpdateViewFlag(true); // 生成技能 // test if ( a == 0 ) { InterpreterManager.getInstance().initSkill("skill1", this); a = 1; } this.initAttributes(); }