public MonsterData(int monsterId, CampType campId, ObjectType type) { m_MonsterId = monsterId; m_CampId = campId; m_Type = type; m_SkillList = new List <SkillNode>(); m_MonsterAttrNode = FSDataNodeTable <MonsterAttrNode> .GetSingleton().FindDataByType(monsterId); Moba3v3NaviNode naviNode = FSDataNodeTable <Moba3v3NaviNode> .GetSingleton().FindDataByType((int)type - 1); m_NaviPos = campId == CampType.BLUE ? new FixVector3((Fix64)naviNode.naviPoint2.x, (Fix64)naviNode.naviPoint2.y, (Fix64)naviNode.naviPoint2.z) : new FixVector3((Fix64)naviNode.naviPoint1.x, (Fix64)naviNode.naviPoint1.y, (Fix64)naviNode.naviPoint1.z); if (m_MonsterAttrNode == null) { return; } for (int i = 0; i < m_MonsterAttrNode.skill_id.Length; i++) { SkillNode skillNode = FSDataNodeTable <MonsterSkillNode> .GetSingleton().FindDataByType(m_MonsterAttrNode.skill_id[i]); m_SkillList.Add(skillNode); } m_HP = m_MaxHP = m_MonsterAttrNode.hp; m_MonsterModelPath = m_MonsterAttrNode.modelNode.respath; m_MonsterResourceName = m_MonsterModelPath.Split('/')[3]; }
public PlayerData(int id, int heroId, string name, CampType campId, ObjectType type) { m_RoleId = id; m_HeroId = heroId; m_RoleName = name; m_CampId = campId; m_Type = type; m_SkillList = new List <SkillNode>(); //获取英雄品质为1的基础属性 m_HeroAttrNode = FSDataNodeTable <HeroAttrNode> .GetSingleton().FindDataByType(heroId + 1); if (m_HeroAttrNode == null) { return; } for (int i = 0; i < m_HeroAttrNode.skill_id.Length; i++) { SkillNode skillNode = FSDataNodeTable <SkillNode> .GetSingleton().FindDataByType(m_HeroAttrNode.skill_id[i]); m_SkillList.Add(skillNode); } m_HP = m_MaxHP = m_HeroAttrNode.hp; m_HeroModelPath = m_HeroAttrNode.modelNode.respath; m_HeroResourceName = m_HeroModelPath.Split('/')[3]; }
public static GameObject CreateCharacter(CharacterAttrNode attrNode, GameObject parent, Vector3 pos = default(Vector3), int groupIndex = -99) { if (attrNode == null || attrNode.model == 0) { return(null); } string modelName = attrNode.modelNode.modelPath; if (attrNode is HeroAttrNode && !GameLibrary.IsMajorOrLogin()) { modelName = attrNode.modelNode.modelLowPath; } string modelPath = attrNode.modelNode.modelRoot; if (groupIndex != -99) { modelName = modelName + groupIndex; } return(CreatPrefabs(modelName, parent, pos, modelPath)); }
public void RefreshUI() { LaSceneName.text = scene.SceneName; BtnBattle.GetComponent <BoxCollider>().enabled = true; CharacterAttrNode model = null; if (FSDataNodeTable <MonsterAttrNode> .GetSingleton().DataNodeList.ContainsKey(scene.boss)) { model = FSDataNodeTable <MonsterAttrNode> .GetSingleton().DataNodeList[scene.boss]; } else { model = FSDataNodeTable <HeroAttrNode> .GetSingleton().DataNodeList[scene.boss]; } go = HeroPosEmbattle.instance.CreatModelByModelID(model.model, PosType.DetailPos, spinDrug, MountAndPet.Null); //go = HeroPosEmbattle.instance.CreatModel(model.icon_name, PosType.DetailPos, spinDrug); go.transform.localScale = Vector3.one * scene.model_size; if (scene.Type == 2) { CheckSystemTime(); LaNeedLevel.enabled = false; } else { LaNeedLevel.enabled = true; } LaBossName.text = scene.animationName; LaAdvisePower.text = "推荐战力:" + scene.fighting_capacity; LaCostVigor.text = "" + scene.power_cost; LaNeedLevel.text = "进入等级:[00FF21FF]" + scene.pass_lv + "级[-]"; for (int i = SvMayRewardGrid.transform.childCount - 1; i >= 0; i--) { DestroyImmediate(SvMayRewardGrid.transform.GetChild(i).gameObject); } GameObject goMay; for (int i = 0; i < scene.drop.Length; i++) { if (null != scene.drop[i] && scene.drop[i] is object[]) { continue; } goMay = NGUITools.AddChild(SvMayRewardGrid.gameObject, MaybeGainbg); goMay.GetComponent <MaybeGain>().Init(scene.drop[i]); } SvMayRewardGrid.Reposition(); SvMayReward.ResetPosition(); BuySweepVoucher(); ResetEliteDungeon(); //刷新箭头,战斗力,出战英雄 OnConfirmLineup(true); SetCleanoutBtnState(); for (int i = 0; i < WdStarConditions.Length; i++) { if (type == OpenSourceType.Dungeons) { WdStarConditions[i].RefreshUI(scene.star_describe[i], !Dungeons.ContainsKey(scene.SceneId) || Dungeons[scene.SceneId][i] > 0); } else { WdStarConditions[i].RefreshUI(scene.star_describe[i], eventStar.Count < ((scene.SceneId - scene.bigmap_id) - 1) || eventStar[(scene.SceneId - scene.bigmap_id) - 1][i] > 0); } } }