Esempio n. 1
0
    public ActorModule()
    {
        this.m_ActorLogicDataDic = new Dictionary <string, ActorLogicData>();
        List <ActorData> actorList      = ConfigCtrller.Instance.Actor.GetActors();
        string           actorUIDPrefix = "actor{0}";
        string           skillUIDPrefix = "skill{0}";
        int actorUIDCounter             = 1;
        int skillUIDCounter             = 1;

        foreach (var actorData in actorList)
        {
            List <SkillLogicDataBase> skillList = new List <SkillLogicDataBase>();
            foreach (var acotrSkillID in actorData.Skills)
            {
                ActorSkillData       actorSkillData    = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID);
                List <SkillDataBase> skillDataBaseList = new List <SkillDataBase>();
                foreach (var skillID in actorSkillData.SkillIDs)
                {
                    SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID);
                    skillDataBaseList.Add(skillDataBase);
                }
                SkillLogicDataBase skillLogicData = null;
                string             skillUID       = string.Format(skillUIDPrefix, skillUIDCounter);
                switch (actorSkillData.SkillType)
                {
                case SkillType.Normal:
                    break;

                case SkillType.First:
                case SkillType.Active:
                    skillLogicData = new ActiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                    break;

                case SkillType.Passive:
                    skillLogicData = new PassiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                    break;

                case SkillType.Trigger:
                    skillLogicData = new TriggerSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                    break;

                case SkillType.Weather:
                    skillLogicData = new WeatherSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                    break;

                default:
                    break;
                }
                skillUIDCounter++;
                if (skillLogicData != null)
                {
                    skillList.Add(skillLogicData);
                }
            }
            string         actorUID       = string.Format(actorUIDPrefix, actorUIDCounter++);
            ActorLogicData actorLogicData = new ActorLogicData(actorUID, actorData, skillList);
            this.m_ActorLogicDataDic.Add(actorUID, actorLogicData);
        }
        this.InitBattleArray();
    }
Esempio n. 2
0
    /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="data"></param>
    public void Init(ActorLogicData data)
    {
        this.ActorLogicData    = data;
        this.m_DefaultPosition = this.MyTransform.position;

        this.ActorAI = this.MyGameObject.AddComponent <ActorAIBase>();
        this.ActorAI.InitStateMachine(this);

        foreach (var item0 in data.SkillList)
        {
            foreach (var item1 in item0.SkillList)
            {
                SkillBase skill = null;
                switch (item1.SkillType)
                {
                case SkillType.Active:
                    skill = this.AddComponent <ActiveSkill>();
                    break;

                case SkillType.Passive:
                    skill = this.AddComponent <PassiveSkill>();
                    break;

                case SkillType.Trigger:
                    skill = this.AddComponent <TriggerSkill>();
                    break;

                case SkillType.Buff:
                    skill = this.AddComponent <Buff>();
                    break;

                case SkillType.Debuff:
                    skill = this.AddComponent <Debuff>();
                    break;

                case SkillType.Weather:
                    skill = this.AddComponent <WeatherSkill>();
                    this.m_WeatherSkill = skill;
                    break;

                case SkillType.First:
                    skill             = this.AddComponent <ActiveSkill>();
                    this.m_FirstSkill = skill;
                    break;

                default: continue;
                }
                skill.Init(this, item0, item1);
                if (!(item1.SkillType == SkillType.Weather ||
                      item1.SkillType == SkillType.First ||
                      item1.SkillType == SkillType.Normal))
                {
                    this.m_SkillList.Add(skill);
                }
            }
        }
        this.m_NormalAttack = this.AddComponent <NormalAttack>();
        this.m_NormalAttack.Init(this, data.GetNormalAttack());
    }
Esempio n. 3
0
 public ActorModule()
 {
     this.m_ActorLogicDataDic = new Dictionary<string, ActorLogicData>();
     List<ActorData> actorList = ConfigCtrller.Instance.Actor.GetActors();
     string actorUIDPrefix= "actor{0}";
     string skillUIDPrefix= "skill{0}";
     int actorUIDCounter= 1;
     int skillUIDCounter = 1;
     foreach (var actorData in actorList)
     {
         List<SkillLogicDataBase> skillList = new List<SkillLogicDataBase>();
         foreach (var acotrSkillID in actorData.Skills)
         {
             ActorSkillData actorSkillData = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID);
             List<SkillDataBase> skillDataBaseList = new List<SkillDataBase>();
             foreach (var skillID in actorSkillData.SkillIDs)
             {
                 SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID);
                 skillDataBaseList.Add(skillDataBase);
             }
             SkillLogicDataBase skillLogicData = null;
             string skillUID = string.Format(skillUIDPrefix, skillUIDCounter);
             switch (actorSkillData.SkillType)
             {
                 case SkillType.Normal:
                     break;
                 case SkillType.First:
                 case SkillType.Active:
                     skillLogicData = new ActiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                     break;
                 case SkillType.Passive:
                     skillLogicData = new PassiveSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                     break;
                 case SkillType.Trigger:
                     skillLogicData = new TriggerSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                     break;
                 case SkillType.Weather:
                     skillLogicData = new WeatherSkillLogicData(skillUID, actorSkillData, skillDataBaseList);
                     break;
                 default:
                     break;
             }
             skillUIDCounter++;
             if (skillLogicData != null)
             {
                 skillList.Add(skillLogicData);
             }
         }
         string actorUID = string.Format(actorUIDPrefix,actorUIDCounter++);
         ActorLogicData actorLogicData = new ActorLogicData(actorUID, actorData, skillList);
         this.m_ActorLogicDataDic.Add(actorUID,actorLogicData);
     }
     this.InitBattleArray();
 }
Esempio n. 4
0
    /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="data"></param>
    public void InitEnemy(int id, GridData gridData)
    {
        ActorData actorData = ConfigCtrller.Instance.Actor.GetActorDataByID(id);
        List <SkillLogicDataBase> skillList = new List <SkillLogicDataBase>();

        foreach (var acotrSkillID in actorData.Skills)
        {
            ActorSkillData       actorSkillData    = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID);
            List <SkillDataBase> skillDataBaseList = new List <SkillDataBase>();
            foreach (var skillID in actorSkillData.SkillIDs)
            {
                SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID);
                skillDataBaseList.Add(skillDataBase);
            }
            SkillLogicDataBase skillLogicData = null;
            switch (actorSkillData.SkillType)
            {
            case SkillType.Normal:
                break;

            case SkillType.First:
            case SkillType.Active:
                skillLogicData = new ActiveSkillLogicData(actorSkillData, skillDataBaseList);
                break;

            case SkillType.Passive:
                skillLogicData = new PassiveSkillLogicData(actorSkillData, skillDataBaseList);
                break;

            case SkillType.Trigger:
                skillLogicData = new TriggerSkillLogicData(actorSkillData, skillDataBaseList);
                break;

            case SkillType.Weather:
                skillLogicData = new WeatherSkillLogicData(actorSkillData, skillDataBaseList);
                break;

            default:
                break;
            }
            if (skillLogicData != null)
            {
                skillList.Add(skillLogicData);
            }
        }
        ActorLogicData actorLogicData = new ActorLogicData(actorData, skillList);

        this.Init(actorLogicData);
    }
    private void InitActor()
    {
        ActorData heroData0 = new ActorData(1000, "白骨精", "白骨精描述", "Actor_1000", "Hbgj26",20);
        ActorData heroData1 = new ActorData(1001, "楚庄王", "楚庄王描述", "Actor_1001", "Hczw30",18);
        ActorData heroData2 = new ActorData(1002, "貂蝉", "貂蝉描述", "Actor_1002", "Hdc16", 16);
        ActorData heroData3 = new ActorData(1003, "妲己", "妲己描述", "Actor_1003", "Hdj42", 14);
        ActorData heroData4 = new ActorData(1004, "典韦", "典韦描述", "Actor_1004", "Hdw36", 12);
        ActorData heroData5 = new ActorData(1005, "郭嘉", "郭嘉描述", "Actor_1005", "Hgj13", 10);
        ActorData heroData6 = new ActorData(1006, "勾践", "勾践描述", "Actor_1006", "Hgj33", 1);
        ActorData heroData7 = new ActorData(1007, "甘宁", "甘宁描述", "Actor_1007", "Hgn18", 1);
        ActorData heroData8 = new ActorData(1008, "阖闾", "阖闾描述", "Actor_1008", "Hhl31", 1);
        ActorData heroData9 = new ActorData(1009, "荆轲", "荆轲描述", "Actor_1009", "Hjk24", 1);
        ActorData heroData10 = new ActorData(1010, "晋文公", "晋文公描述", "Actor_1010", "Hjwg34", 1);
        ActorData heroData11 = new ActorData(1011, "鲁班", "鲁班描述", "Actor_1011", "Hlb02", 1);
        ActorData heroData12 = new ActorData(1012, "吕布", "吕布描述", "Actor_1012", "Hlb08", 1);
        ActorData heroData13 = new ActorData(1013, "马超", "马超描述", "Actor_1013", "Hmc27", 1);
        ActorData heroData14 = new ActorData(1014, "孟获", "孟获描述", "Actor_1014", "Hmh39", 1);
        ActorData heroData15 = new ActorData(1015, "马良", "马良描述", "Actor_1015", "Hml07", 1);
        ActorData heroData16 = new ActorData(1016, "齐桓公", "齐桓公描述", "Actor_1016", "Hqhg32", 1);
        ActorData heroData17 = new ActorData(1017, "秦始皇", "秦始皇描述", "Actor_1017", "Hqsh19", 1);
        ActorData heroData18 = new ActorData(1018, "孙武", "孙武描述", "Actor_1018", "Hsw40", 1);
        ActorData heroData19 = new ActorData(1019, "杨戬", "杨戬描述", "Actor_1019", "Hyj37", 1);
        ActorData heroData20 = new ActorData(1020, "张辽", "张辽描述", "Actor_1020", "Hzl20", 1);
        ActorData heroData21 = new ActorData(1021, "周瑜", "周瑜描述", "Actor_1021", "Hzy11", 1);

        ActorData monsterData0 = new ActorData(2000, "大强盗", "大强盗描述", "Actor_2000", "G1qd", 19);
        ActorData monsterData1 = new ActorData(2001, "狼", "狼描述", "Actor_2001", "G2L", 17);
        ActorData monsterData2 = new ActorData(2002, "骷髅弓兵", "骷髅弓兵描述", "Actor_2002", "G3kl", 15);
        ActorData monsterData3 = new ActorData(2003, "骷髅枪兵", "骷髅枪兵描述", "Actor_2003", "G4kl", 13);
        ActorData monsterData4 = new ActorData(2004, "僵尸", "僵尸描述", "Actor_2004", "G6js", 11);
        ActorData monsterData5 = new ActorData(2005, "刀兵", "刀兵描述", "Actor_2005", "G7db", 9);
        ActorData monsterData6 = new ActorData(2006, "弓兵", "弓兵描述", "Actor_2006", "G8gj", 1);
        ActorData monsterData7 = new ActorData(2007, "戟兵", "戟兵描述", "Actor_2007", "G9cm", 1);
        ActorData monsterData8 = new ActorData(2008, "小强盗", "小强盗描述", "Actor_2008", "G10qd", 1);
        ActorData monsterData9 = new ActorData(2009, "山贼", "山贼描述", "Actor_2009", "G11sz", 1);
        ActorData monsterData10 = new ActorData(2010, "章鱼", "章鱼公描述", "Actor_2010", "G12zy", 1);
        ActorData monsterData11 = new ActorData(2011, "草泥马", "草泥马描述", "Actor_2011", "G13cnm", 1);
        ActorData monsterData12 = new ActorData(2012, "女兵", "女兵描述", "Actor_2012", "G15nb", 1);
        ActorData monsterData13 = new ActorData(2013, "雅买蝶", "雅买蝶描述", "Actor_2013", "G16ymd", 1);
        ActorData monsterData14 = new ActorData(2014, "小女王", "小女王描述", "Actor_2014", "G17nw", 1);
        ActorData monsterData15 = new ActorData(2015, "大女王", "大女王描述", "Actor_2015", "G18nw", 1);
        ActorData monsterData16 = new ActorData(2016, "策士", "策士描述", "Actor_2016", "G21cs", 1);
        ActorData monsterData17 = new ActorData(2017, "盾兵", "盾兵描述", "Actor_2017", "G23dw", 1);

        this.m_ActorConfigDic = new Dictionary<int, ActorData>();
        this.m_ActorConfigDic.Add(1000, heroData0);
        this.m_ActorConfigDic.Add(1001, heroData1);
        this.m_ActorConfigDic.Add(1002, heroData2);
        this.m_ActorConfigDic.Add(1003, heroData3);
        this.m_ActorConfigDic.Add(1004, heroData4);
        this.m_ActorConfigDic.Add(1005, heroData5);
        this.m_ActorConfigDic.Add(1006, heroData6);
        this.m_ActorConfigDic.Add(1007, heroData7);
        this.m_ActorConfigDic.Add(1008, heroData8);
        this.m_ActorConfigDic.Add(1009, heroData9);
        this.m_ActorConfigDic.Add(1010, heroData10);
        this.m_ActorConfigDic.Add(1011, heroData11);
        this.m_ActorConfigDic.Add(1012, heroData12);
        this.m_ActorConfigDic.Add(1013, heroData13);
        this.m_ActorConfigDic.Add(1014, heroData14);
        this.m_ActorConfigDic.Add(1015, heroData15);
        this.m_ActorConfigDic.Add(1016, heroData16);
        this.m_ActorConfigDic.Add(1017, heroData17);
        this.m_ActorConfigDic.Add(1018, heroData18);
        this.m_ActorConfigDic.Add(1019, heroData19);
        this.m_ActorConfigDic.Add(1020, heroData20);
        this.m_ActorConfigDic.Add(1021, heroData21);

        this.m_ActorConfigDic.Add(2000, monsterData0);
        this.m_ActorConfigDic.Add(2001, monsterData1);
        this.m_ActorConfigDic.Add(2002, monsterData2);
        this.m_ActorConfigDic.Add(2003, monsterData3);
        this.m_ActorConfigDic.Add(2004, monsterData4);
        this.m_ActorConfigDic.Add(2005, monsterData5);
        this.m_ActorConfigDic.Add(2006, monsterData6);
        this.m_ActorConfigDic.Add(2007, monsterData7);
        this.m_ActorConfigDic.Add(2008, monsterData8);
        this.m_ActorConfigDic.Add(2009, monsterData9);
        this.m_ActorConfigDic.Add(2010, monsterData10);
        this.m_ActorConfigDic.Add(2011, monsterData11);
        this.m_ActorConfigDic.Add(2012, monsterData12);
        this.m_ActorConfigDic.Add(2013, monsterData13);
        this.m_ActorConfigDic.Add(2014, monsterData14);
        this.m_ActorConfigDic.Add(2015, monsterData15);
        this.m_ActorConfigDic.Add(2016, monsterData16);
        this.m_ActorConfigDic.Add(2017, monsterData17);

        ActorLogicData heroLogicData0  = new ActorLogicData(10000 , heroData0);
        ActorLogicData heroLogicData1  = new ActorLogicData(10001 , heroData1);
        ActorLogicData heroLogicData2  = new ActorLogicData(10002 , heroData2);
        ActorLogicData heroLogicData3  = new ActorLogicData(10003 , heroData3);
        ActorLogicData heroLogicData4  = new ActorLogicData(10004 , heroData4);
        ActorLogicData heroLogicData5  = new ActorLogicData(10005 , heroData5);
        ActorLogicData heroLogicData6  = new ActorLogicData(10006 , heroData6);
        ActorLogicData heroLogicData7  = new ActorLogicData(10007 , heroData7);
        ActorLogicData heroLogicData8  = new ActorLogicData(10008 , heroData8);
        ActorLogicData heroLogicData9  = new ActorLogicData(10009 , heroData9);
        ActorLogicData heroLogicData10 = new ActorLogicData(10010, heroData10);
        ActorLogicData heroLogicData11 = new ActorLogicData(10011, heroData11);
        ActorLogicData heroLogicData12 = new ActorLogicData(10012, heroData12);
        ActorLogicData heroLogicData13 = new ActorLogicData(10013, heroData13);
        ActorLogicData heroLogicData14 = new ActorLogicData(10014, heroData14);
        ActorLogicData heroLogicData15 = new ActorLogicData(10015, heroData15);
        ActorLogicData heroLogicData16 = new ActorLogicData(10016, heroData16);
        ActorLogicData heroLogicData17 = new ActorLogicData(10017, heroData17);
        ActorLogicData heroLogicData18 = new ActorLogicData(10018, heroData18);
        ActorLogicData heroLogicData19 = new ActorLogicData(10019, heroData19);
        ActorLogicData heroLogicData20 = new ActorLogicData(10020, heroData20);
        ActorLogicData heroLogicData21 = new ActorLogicData(10021, heroData21);

        this.m_ActorLogicDic = new Dictionary<long, ActorLogicData>();
        this.m_ActorLogicDic.Add(10000, heroLogicData0  );
        this.m_ActorLogicDic.Add(10001, heroLogicData1  );
        this.m_ActorLogicDic.Add(10002, heroLogicData2  );
        this.m_ActorLogicDic.Add(10003, heroLogicData3  );
        this.m_ActorLogicDic.Add(10004, heroLogicData4  );
        this.m_ActorLogicDic.Add(10005, heroLogicData5  );
        this.m_ActorLogicDic.Add(10006, heroLogicData6  );
        this.m_ActorLogicDic.Add(10007, heroLogicData7  );
        this.m_ActorLogicDic.Add(10008, heroLogicData8  );
        this.m_ActorLogicDic.Add(10009, heroLogicData9  );
        this.m_ActorLogicDic.Add(10010, heroLogicData10 );
        this.m_ActorLogicDic.Add(10011, heroLogicData11 );
        this.m_ActorLogicDic.Add(10012, heroLogicData12 );
        this.m_ActorLogicDic.Add(10013, heroLogicData13 );
        this.m_ActorLogicDic.Add(10014, heroLogicData14 );
        this.m_ActorLogicDic.Add(10015, heroLogicData15 );
        this.m_ActorLogicDic.Add(10016, heroLogicData16 );
        this.m_ActorLogicDic.Add(10017, heroLogicData17 );
        this.m_ActorLogicDic.Add(10018, heroLogicData18 );
        this.m_ActorLogicDic.Add(10019, heroLogicData19 );
        this.m_ActorLogicDic.Add(10020, heroLogicData20 );
        this.m_ActorLogicDic.Add(10021, heroLogicData21);
    }
 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="data"></param>
 public void InitEnemy(int id)
 {
     ActorData actorData = LogicController.Instance.Actor.GetActorDataByID(id);
     ActorLogicData actorLogicData = new ActorLogicData(0, actorData);
     this.Init(actorLogicData);
 }
 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="data"></param>
 public void Init(ActorLogicData data)
 {
     this.ActorLogicData = data;
     this.m_DefaultPosition = this.MyTransform.position;
 }
Esempio n. 8
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 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="data"></param>
 public void InitEnemy(int id, GridData gridData)
 {
     ActorData actorData = ConfigCtrller.Instance.Actor.GetActorDataByID(id);
     List<SkillLogicDataBase> skillList = new List<SkillLogicDataBase>();
     foreach (var acotrSkillID in actorData.Skills)
     {
         ActorSkillData actorSkillData = ConfigCtrller.Instance.Skill.GetActorSkillDataByID(acotrSkillID);
         List<SkillDataBase> skillDataBaseList = new List<SkillDataBase>();
         foreach (var skillID in actorSkillData.SkillIDs)
         {
             SkillDataBase skillDataBase = ConfigCtrller.Instance.Skill.GetSkillDataBaseByID(skillID);
             skillDataBaseList.Add(skillDataBase);
         }
         SkillLogicDataBase skillLogicData = null;
         switch (actorSkillData.SkillType)
         {
             case SkillType.Normal:
                 break;
             case SkillType.First:
             case SkillType.Active:
                 skillLogicData = new ActiveSkillLogicData(actorSkillData, skillDataBaseList);
                 break;
             case SkillType.Passive:
                 skillLogicData = new PassiveSkillLogicData(actorSkillData, skillDataBaseList);
                 break;
             case SkillType.Trigger:
                 skillLogicData = new TriggerSkillLogicData(actorSkillData, skillDataBaseList);
                 break;
             case SkillType.Weather:
                 skillLogicData = new WeatherSkillLogicData(actorSkillData, skillDataBaseList);
                 break;
             default:
                 break;
         }
         if (skillLogicData != null)
         {
             skillList.Add(skillLogicData);
         }
     }
     ActorLogicData actorLogicData = new ActorLogicData(actorData, skillList);
     this.Init(actorLogicData);
 }
Esempio n. 9
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    /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="data"></param>
    public void Init(ActorLogicData data)
    {
        this.ActorLogicData = data;
        this.m_DefaultPosition = this.MyTransform.position;

        this.ActorAI = this.MyGameObject.AddComponent<ActorAIBase>();
        this.ActorAI.InitStateMachine(this);

        foreach (var item0 in data.SkillList)
        {
            foreach (var item1 in item0.SkillList)
            {
                SkillBase skill = null;
                switch (item1.SkillType)
                {
                    case SkillType.Active:
                        skill = this.AddComponent<ActiveSkill>();
                        break;
                    case SkillType.Passive:
                        skill = this.AddComponent<PassiveSkill>();
                        break;
                    case SkillType.Trigger:
                        skill = this.AddComponent<TriggerSkill>();
                        break;
                    case SkillType.Buff:
                        skill = this.AddComponent<Buff>();
                        break;
                    case SkillType.Debuff:
                        skill = this.AddComponent<Debuff>();
                        break;
                    case SkillType.Weather:
                        skill = this.AddComponent<WeatherSkill>();
                        this.m_WeatherSkill = skill;
                        break;
                    case SkillType.First:
                        skill = this.AddComponent<ActiveSkill>();
                        this.m_FirstSkill = skill;
                        break;
                    default: continue;
                }
                skill.Init(this, item0, item1);
                if (!(item1.SkillType == SkillType.Weather
                    || item1.SkillType == SkillType.First
                    || item1.SkillType == SkillType.Normal))
                {
                    this.m_SkillList.Add(skill);
                }
            }
        }
        this.m_NormalAttack = this.AddComponent<NormalAttack>();
        this.m_NormalAttack.Init(this, data.GetNormalAttack());
    }