Example #1
0
 /// <summary>
 /// 装填单位属性
 /// </summary>
 public void SetSoldierData(armybase_cInfo data)
 {
     Name           = data.Name;
     ArmyID         = data.ArmyID;
     ArmyType       = data.ArmyType;
     TotalHp        = data.HP;
     CurrentHP      = TotalHp;
     Armor          = data.Armor;
     AntiArmor      = data.AntiArmor;
     AntiCrit       = data.AntiCrit;
     Crit           = data.Crit;
     Dodge          = data.Dodge;
     Hit            = data.Hit;
     AttackRange    = data.AttackRange;
     SkillRange     = data.SkillRange;
     MoveSpeed      = data.MoveSpeed;
     BehaviorType   = data.BehaviorType;
     UniqueID       = data.UniqueID;
     ArmyLevel      = data.ArmyLevel;
     AimGeneralType = data.AimGeneralType;
     DeployTime     = data.DeployTime;
     GeneralType    = data.GeneralType;
     Attack1        = data.Attack1;
     Clipsize1      = data.Clipsize1;
     AttackRate1    = data.AttackRate1;
     ReloadTime1    = data.ReloadTime1;
     Accuracy       = data.Accuracy;
     SpaceSet       = data.SpaceSet;
     SpreadRange    = data.SpreadRange;
     Defence        = data.Defence;
     CritDamage     = data.CritDamage;
     BulletType     = data.BulletType;
     BulletSpeed    = data.BulletSpeed;
     AttackType     = data.AttackType;
     SightRange     = data.SightRange;
     IsHide         = data.IsHide == 1;
     IsSummon       = data.IsSummoned == 1;
     IsMechanic     = data.IsCreature == 2;
     IsMelee        = data.RangeType == 1;
     IsAntiHide     = data.IsAntiHide == 1;
     LifeTime       = data.LifeTime;
     Skill1         = data.Skill1;
     Skill2         = data.Skill2;
     Skill3         = data.Skill3;
     Skill4         = data.Skill4;
     Skill5         = data.Skill5;
     ModelPack      = data.Pack;
     ModelName      = data.Prefab;
     ModelTexture   = data.Texture;
 }
Example #2
0
    public void setData(LuaTable table1, LuaTable table2)
    {
        var head = new string[table1.Length];

        SDataUtils.dealTable(table1, (Object o1, Object o2) =>
        {
            head[(int)(double)o1 - 1] = (string)o2;
        });
        SDataUtils.dealTable(table2, (Object o1, Object o2) =>
        {
            armybase_cInfo dif = new armybase_cInfo();
            SDataUtils.dealTable((LuaTable)o2, (Object o11, Object o22) =>
            {
                switch (head[(int)(double)o11 - 1])
                {
                case "UniqueID": dif.UniqueID = (int)(double)o22; break;

                case "ArmyID": dif.ArmyID = (int)(double)o22; break;

                case "ArmyLevel": dif.ArmyLevel = (short)(double)o22; break;

                case "Name": dif.Name = (string)o22; break;

                case "AimGeneralType": dif.AimGeneralType = (short)(double)o22; break;

                case "DeployTime": dif.DeployTime = (float)(double)o22; break;

                case "GeneralType": dif.GeneralType = (short)(double)o22; break;

                case "ArmyType": dif.ArmyType = (short)(double)o22; break;

                case "IsCreature": dif.IsCreature = (short)(double)o22; break;

                case "RangeType": dif.RangeType = (short)(double)o22; break;

                case "IsSummoned": dif.IsSummoned = (short)(double)o22; break;

                case "BehaviorType": dif.BehaviorType = (short)(double)o22; break;

                case "SingleCost": dif.SingleCost = (short)(double)o22; break;

                case "Attack1": dif.Attack1 = (float)(double)o22; break;

                case "Clipsize1": dif.Clipsize1 = (short)(double)o22; break;

                case "AttackRate1": dif.AttackRate1 = (float)(double)o22; break;

                case "ReloadTime1": dif.ReloadTime1 = (float)(double)o22; break;

                case "Accuracy": dif.Accuracy = (float)(double)o22; break;

                case "SpaceSet": dif.SpaceSet = (float)(double)o22; break;

                case "SpreadRange": dif.SpreadRange = (float)(double)o22; break;

                case "Defence": dif.Defence = (float)(double)o22; break;

                case "HP": dif.HP = (float)(double)o22; break;

                case "MoveSpeed": dif.MoveSpeed = (float)(double)o22; break;

                case "Dodge": dif.Dodge = (float)(double)o22; break;

                case "Hit": dif.Hit = (float)(double)o22; break;

                case "AntiArmor": dif.AntiArmor = (float)(double)o22; break;

                case "Armor": dif.Armor = (float)(double)o22; break;

                case "AntiCrit": dif.AntiCrit = (float)(double)o22; break;

                case "Crit": dif.Crit = (float)(double)o22; break;

                case "CritDamage": dif.CritDamage = (float)(double)o22; break;

                case "BulletType": dif.BulletType = (short)(double)o22; break;

                case "BulletSpeed": dif.BulletSpeed = (float)(double)o22; break;

                case "BulletModel": dif.BulletModel = (string)o22; break;

                case "BulletPath": dif.BulletPath = (short)(double)o22; break;

                case "MuzzleFlash": dif.MuzzleFlash = (string)o22; break;

                case "Ballistic": dif.Ballistic = (string)o22; break;

                case "GetHit": dif.GetHit = (string)o22; break;

                case "AttackType": dif.AttackType = (short)(double)o22; break;

                case "AttackRange": dif.AttackRange = (float)(double)o22; break;

                case "SightRange": dif.SightRange = (float)(double)o22; break;

                case "SkillRange": dif.SkillRange = (float)(double)o22; break;

                case "IsHide": dif.IsHide = (short)(double)o22; break;

                case "IsAntiHide": dif.IsAntiHide = (short)(double)o22; break;

                case "LifeTime": dif.LifeTime = (float)(double)o22; break;

                case "Skill1": dif.Skill1 = (int)(double)o22; break;

                case "Skill2": dif.Skill2 = (int)(double)o22; break;

                case "Skill3": dif.Skill3 = (int)(double)o22; break;

                case "Skill4": dif.Skill4 = (int)(double)o22; break;

                case "Skill5": dif.Skill5 = (int)(double)o22; break;

                case "Pack": dif.Pack = (string)o22; break;

                case "Texture": dif.Texture = (string)o22; break;

                case "Prefab": dif.Prefab = (string)o22; break;
                }
            });
            if (Data.ContainsKey(dif.UniqueID))
            {
                MonoEX.Debug.Logout(MonoEX.LOG_TYPE.LT_ERROR, "重复的ID:" + dif.UniqueID.ToString());
            }
            Data.Add(dif.UniqueID, dif);
        });
    }