Exemple #1
0
        public int SpawnNewPlayer(int clientHash, string playerName, eHero heroType)
        {
            ILevelExperienceConfig expConfig  = null;
            IHeroTypeConfig        heroConfig = null;

            if (engineDataManager.ExperienceConfigs.ContainsKey(heroType))
            {
                expConfig = engineDataManager.ExperienceConfigs[heroType];
            }
            else
            {
                log.Error("Error: Experience Config not loaded for '" + heroType.ToString() + "'.");
                expConfig = new LevelExperienceConfig(new List <long>()
                {
                    100
                });
                // TODO: should we have a more robust default experience config?
                // or should we just fail in some way here?
            }
            if (engineDataManager.HeroTypeConfigs.ContainsKey(heroType))
            {
                heroConfig = engineDataManager.HeroTypeConfigs[heroType];
            }
            else
            {
                log.Error("Error: Hero Config not loaded for '" + heroType.ToString() + "'.");
                // Do we even need a default?
                //heroConfig = new HeroTypeConfig(10, 10, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9,
                //    1, 10, 10, 10, 10, 10, 10, 0, "hth");
                // TODO: should we have a more robust default hero config?
                // or should we just fail in some way here?
                // ... we should probably just fail here
            }

            var newPlayer = new PlayerState(clientHash, playerName, mobManager.GetNextAvailableMobId(), 1, 20.5f, 20.5f, 10, 10, 10, 10, 0, heroType,
                                            heroConfig, expConfig);

            // This is probably not the right place to do this.
            // Only add items with a location set, the other ones go into the inventory - that we do not support yet
            foreach (var item in heroConfig.InitialEquipment)
            {
                if (item.location.Length > 0)
                {
                    newPlayer.UpdateEquipment(item.location, itemManager.getItemInstance(item.name));
                }
            }

            // TODO: Default torso for testing. Remove when... we're done testing.
            newPlayer.UpdateEquipment("tors", itemManager.getItemInstance("aar"));

            mobManager.AddPlayer(newPlayer);
            return(newPlayer.Id);
        }
Exemple #2
0
    void SetHero(eHero eHero)
    {
        for (int i = 0; i < nHERO_SIZE; ++i)
        {
            string heroPath = string.Format(Path.HEROPREFAB, eHero.ToString());

            obj = Instantiate(Resources.Load(heroPath)) as GameObject;

            obj.transform.parent = heroRoot;
            obj.SetActive(false);

            heroPoolList.Add(obj.transform);
            eHeroList.Add(eHero);
        }
    }