private NPCInstance CreateNpc(MapInfo_Npc NpcData) { NpcData.rebornTime = -1; NpcData.guardRange = 1000; if (NpcData.camp == (int)eCamp.Friend) { NpcData.camp = (int)Owner.Camp; } return(NPCInstance.CreateNPCInstance(NpcData, this)); }
List <MapInfo_Npc> mNpcCreatingQueue = new List <MapInfo_Npc>(); //npc准备创建队列 /// <summary> /// 需求排队创建的npc进入队列 /// </summary> public void PushCreatingNpc(eNpcType type, MapInfo_Npc npcData) { if (mNpcCreatingQueue.Count < mLimitCount) { mNpcCreatingQueue.Add(npcData); } else { mNpcCreatingPool.Add(npcData); } }