/// <summary> /// AttackNpc出生; /// </summary> private void SpawnAttackNpcWave(AttackNpcSpawnWave wave) { AttackNpcSpawnWave m_wave = wave; for (int i = 0; i < m_wave.AttackNpcSpawnList.Count; i++) { m_BattleUnitManagerPVE.CreateAttackNpc(wave.AttackNpcSpawnList[i]); } }
public void Init(List <AttackNpcSpawnWave> spawnWaveList) { for (int i = 0; i < spawnWaveList.Count; i++) { AttackNpcSpawnWave wave = spawnWaveList[i]; for (int j = 0; j < wave.AttackNpcSpawnList.Count; j++) { InitAttackNpc(wave.AttackNpcSpawnList[j]); } } List <int> warriorList = GetWarriorList(); for (int i = 0; i < warriorList.Count; i++) { InitWarrior(warriorList[i]); } }
public void StartBattle() { for (int i = 0; i < m_BattleData.AttackNpcSpawnWaveList.Count; i++) { AttackNpcSpawnWave wave = m_BattleData.AttackNpcSpawnWaveList[i]; SpawnAttackNpcWave(wave); } for (int i = 0; i < m_BattleUnitManagerPVE.WarriorList.Count; i++) { m_BattleUnitManagerPVE.WarriorList[i].OnDeadEvent += HandleUnitDead; int battle_index = DungeonLogic.m_StageGrowth[m_StageData.ID]; //if(m_StageData.BattleDatasList[battle_index].BattleType == Battle) SpawnWarrior(i, m_BattleData.WarriorSpawnList[i].Position, m_BattleData.WarriorSpawnList[i].Orient); } List <AttackNpc> npcList = new List <AttackNpc> (m_BattleUnitManagerPVE.AttackNpcDic.Values); for (int i = 0; i < npcList.Count; i++) { npcList[i].OnDeadEvent += HandleUnitDead; } }
/// <summary> /// 加载NPC数据; /// </summary> public void LoadBattleData() { m_BattleDataDic = new Dictionary <int, BattleData>(); string textAsset = ResourcesManager.Instance.LoadConfigXML(COMMDEF.XML_BATTLE_TEXT).text; XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(textAsset); XmlNode datas = xmlDoc.SelectSingleNode("BattleDatas"); XmlNodeList list = datas.ChildNodes; if (list == null || list.Count < 1) { return; } foreach (XmlNode node in list) { XmlElement element = node as XmlElement; if (!element.Name.Equals("BattleData")) { continue; } BattleData info = new BattleData(); info.ID = CommonHelper.Str2Int(element.GetAttribute("ID")); info.Name = element.GetAttribute("Name"); info.SceneId = CommonHelper.Str2Int(element.GetAttribute("SceneId")); XmlNodeList data = element.ChildNodes; if (data == null || data.Count < 1) { continue; } foreach (XmlNode subNode in data) { XmlElement subElement = subNode as XmlElement; if (subElement.Name.Equals("WarriorSpawnData")) { XmlNodeList spawnDatas = subElement.ChildNodes; if (spawnDatas == null || spawnDatas.Count < 1) { continue; } foreach (XmlNode ssubNode in spawnDatas) { XmlElement ssubElement = ssubNode as XmlElement; if (ssubElement.Name.Equals("WarriorSpawnPos")) { WarriorSpawnPos spawnPos = new WarriorSpawnPos(); float subx = CommonHelper.Str2Float(ssubElement.GetAttribute("PosX")); float suby = CommonHelper.Str2Float(ssubElement.GetAttribute("PosY")); float subz = CommonHelper.Str2Float(ssubElement.GetAttribute("PosZ")); spawnPos.Position = new Vector3(subx, suby, subz); spawnPos.Orient = CommonHelper.Str2Float(ssubElement.GetAttribute("Orient")); //加入npc信息 if (info.WarriorSpawnList == null) { info.WarriorSpawnList = new List <WarriorSpawnPos>(); } info.WarriorSpawnList.Add(spawnPos); } } } else if (subElement.Name.Equals("AttackNpcWaveData")) { XmlNodeList npcWave = subElement.ChildNodes; if (npcWave == null || npcWave.Count < 1) { continue; } if (info.AttackNpcSpawnWaveList == null) { info.AttackNpcSpawnWaveList = new List <AttackNpcSpawnWave>(); } AttackNpcSpawnWave wave = new AttackNpcSpawnWave(); wave.SpawnTime = CommonHelper.Str2Float(subElement.GetAttribute("SpawnTime")); foreach (XmlNode ssubNode in npcWave) { XmlElement ssubElement = ssubNode as XmlElement; if (ssubElement.Name.Equals("AttackNpcSpawnData")) { AttackNpcSpawnData spawnData = new AttackNpcSpawnData(); spawnData.ID = CommonHelper.Str2Int(ssubElement.GetAttribute("ID")); spawnData.AttackNpcID = CommonHelper.Str2Int(ssubElement.GetAttribute("AttackNpcID")); float subx = CommonHelper.Str2Float(ssubElement.GetAttribute("PosX")); float suby = CommonHelper.Str2Float(ssubElement.GetAttribute("PosY")); float subz = CommonHelper.Str2Float(ssubElement.GetAttribute("PosZ")); spawnData.Position = new Vector3(subx, suby, subz); spawnData.Orient = CommonHelper.Str2Float(ssubElement.GetAttribute("Orient")); spawnData.PatrolRadius = CommonHelper.Str2Float(ssubElement.GetAttribute("PatrolRadius")); spawnData.AI = CommonHelper.Str2Int(ssubElement.GetAttribute("AI")); wave.AttackNpcSpawnList.Add(spawnData); } } info.AttackNpcSpawnWaveList.Add(wave); } } info.AttackNpcSpawnWaveList.Sort(delegate(AttackNpcSpawnWave a, AttackNpcSpawnWave b) { return(a.SpawnTime.CompareTo(b.SpawnTime)); }); //加入副本信息 if (!m_BattleDataDic.ContainsKey(info.ID)) { m_BattleDataDic.Add(info.ID, info); } } }