private void SetMonsterList(int mapId, GameObject gameObject)
    {
        int        firstRuleId = Cfg_Map.GetCfg(mapId).GenMonsterRule;
        List <int> genRuleList = new List <int>()
        {
            firstRuleId
        };

        for (int i = 0; i < 100; i++)
        {
            int nextRule = Cfg_GenMon.GetCfg(firstRuleId).NextRule;
            if (nextRule != 0)
            {
                genRuleList.Add(nextRule);
                firstRuleId = nextRule;
            }
            else
            {
                break;
            }
        }
        //foreach (var genRuleId in genRuleList)
        //{
        //    Cfg_GenMon cfg_GenMon = Cfg_GenMon.GetCfg(genRuleId);
        //    Cfg_NPC cfg_NPC = Cfg_NPC.GetCfg(cfg_GenMon.MonsterId);
        //    UI_ListItem = UIBase.InitListItem(gameObject);
        //    string Asset = COMMON.MonsterIconPath + cfg_NPC.AssetName;
        //    UIBase.SetImageSpite(UI_ListItem.Images[0], Asset);
        //}
        UIBase.ResetListPos(gameObject);
    }
Exemple #2
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    public static void MapGenMonster(List <BrickRoot> brickRoots, int mapId)
    {
        int        ruleId     = Cfg_Map.GetCfg(mapId).GenMonsterRule;
        Cfg_GenMon cfg_GenMon = Cfg_GenMon.GetCfg(ruleId);
        //怪物ID列表
        List <int> monsterList = new List <int>();
        //掉落列表
        List <int> dropList = new List <int>();

        for (int i = 0; i < 100; i++)
        {
            switch (cfg_GenMon.Type)
            {
            case 0:
                monsterList.Add(cfg_GenMon.Parameter);
                break;

            case 1:
                dropList.Add(cfg_GenMon.Parameter);
                break;
            }
            if (cfg_GenMon.NextRule != 0)
            {
                cfg_GenMon = Cfg_GenMon.GetCfg(cfg_GenMon.NextRule);
            }
            else
            {
                break;
            }
        }
        //生成怪物
        List <BrickRoot> bricks = GenBrickMonster(brickRoots, monsterList);

        //生成装备
        GenBrickEquip(bricks, dropList);
    }