///<summary> /// 副本内怪物构建流程 /// 单人副本通过Scene配置来产生怪物 /// 多人副本通过服务器推送消息产生怪物 /// </summary> //TODO: 多人副本怪物产生机制 public void CreateMonster(UnitData unitData, SpawnTrigger spawn) { if (WorldManager.worldManager.station == WorldManager.WorldStation.Enter) { Log.Sys("UnityDataIs " + unitData.ID); if (unitData.Config == null) { Debug.LogError("NotFoundMonster " + unitData.ID); return; } Log.Sys("Create Monster Unit " + unitData.name); var Resource = Resources.Load <GameObject>(unitData.ModelName); //本地怪兽不需要Player信息 GameObject g = Instantiate(Resource) as GameObject; NpcAttribute npc = NGUITools.AddMissingComponent <NpcAttribute>(g); npc.spawnTrigger = spawn.gameObject; var type = Type.GetType("MyLib." + unitData.AITemplate); var t = typeof(NGUITools); var m = t.GetMethod("AddMissingComponent"); Log.AI("Monster Create Certain AI " + unitData.AITemplate + " " + type); var geMethod = m.MakeGenericMethod(type); //var petAI = geMethod.Invoke(null, new object[] { g });// as AIBase; g.transform.parent = transform; g.tag = GameTag.Enemy; g.layer = (int)GameLayer.Npc; spawn.FirstMonster = g; var netView = g.GetComponent <KBEngine.KBNetworkView>(); netView.SetID(new KBEngine.KBViewID(-1, myPlayer)); netView.IsPlayer = false; npc.SetObjUnitData(unitData); AddObject(netView.GetServerID(), netView); float angle = UnityEngine.Random.Range(0, 360); Vector3 v = Vector3.forward; v = Quaternion.Euler(new Vector3(0, angle, 0)) * v; float rg = UnityEngine.Random.Range(0, spawn.Radius); npc.transform.position = spawn.transform.position + v * rg; if (unitData.IsElite) { npc.transform.localScale = new Vector3(2, 2, 2); } BattleManager.battleManager.AddEnemy(npc.gameObject); npc.SetDeadDelegate = BattleManager.battleManager.EnemyDead; //npc.Level = spawn.Level; } else { cacheMonster.Add(new MonsterInit(unitData, spawn)); } }
public void SpawnChild(SpawnTrigger trigger) { var allChild = trigger.GetChildPoint(); foreach (var c in allChild) { ObjectManager.objectManager.CreatePet(trigger.MonsterID, trigger.FirstMonster, (Affix)null, c.transform.position); } }
public MonsterInit(UnitData ud, SpawnTrigger sp) { unitData = ud; spawn = sp; }