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(); }
/// <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 ParseActorSkillTable(DataTable actorSkillTable) { this.m_ActorSkillDic = new Dictionary <int, ActorSkillData>(); foreach (DataRow row in actorSkillTable.Rows) { ActorSkillData data = new ActorSkillData() { ID = int.Parse(row["ID"].ToString()), Name = row["Name"].ToString(), Description = row["Description"].ToString(), Order = byte.Parse(row["Order"].ToString()) }; string[] strArr = row["SkillIDs"].ToString().Split(ConfigConst.SplitChar); data.SkillIDs = new int[strArr.Length]; for (int i = 0; i < strArr.Length; i++) { data.SkillIDs[i] = int.Parse(strArr[i]); } this.m_ActorSkillDic.Add(data.ID, data); } }
public PassiveSkillLogicData( ActorSkillData actorSkillData, List<SkillDataBase> skillList) : base(actorSkillData, skillList) { }
public PassiveSkillLogicData(string uid, ActorSkillData actorSkillData, List<SkillDataBase> skillList) : base(uid, actorSkillData, skillList) { }
public SkillTriggerBuffLogicData(string uid, ActorSkillData actorSkillData, List <SkillDataBase> skillList) : base(uid, actorSkillData, skillList) { }
public SkillTriggerBuffLogicData(ActorSkillData actorSkillData, List <SkillDataBase> skillList) : base(actorSkillData, skillList) { }
public SkillLogicDataBase(string uid, ActorSkillData actorSkillData, List<SkillDataBase> skillList) { this.UID = uid; this.m_ActorSkillData = actorSkillData; this.SkillList = skillList; }
private void ParseActorSkillTable(DataTable actorSkillTable) { this.m_ActorSkillDic = new Dictionary<int, ActorSkillData>(); foreach (DataRow row in actorSkillTable.Rows) { ActorSkillData data = new ActorSkillData() { ID = int.Parse(row["ID"].ToString()), Name = row["Name"].ToString(), Description = row["Description"].ToString(), Order = byte.Parse(row["Order"].ToString()) }; string[] strArr = row["SkillIDs"].ToString().Split(ConfigConst.SplitChar); data.SkillIDs = new int[strArr.Length]; for (int i = 0; i < strArr.Length; i++) { data.SkillIDs[i] = int.Parse(strArr[i]); } this.m_ActorSkillDic.Add(data.ID, data); } }
public PassiveSkillLogicData(string uid, ActorSkillData actorSkillData, List <SkillDataBase> skillList) : base(uid, actorSkillData, skillList) { }
public PassiveSkillLogicData(ActorSkillData actorSkillData, List <SkillDataBase> skillList) : base(actorSkillData, skillList) { }
public SkillLogicDataBase(ActorSkillData actorSkillData, List <SkillDataBase> skillList) { this.UID = DefaultValueConst.UID; this.m_ActorSkillData = actorSkillData; this.SkillList = skillList; }
public SkillLogicDataBase(string uid, ActorSkillData actorSkillData, List <SkillDataBase> skillList) { this.UID = uid; this.m_ActorSkillData = actorSkillData; this.SkillList = skillList; }
public WeatherSkillLogicData(string uid, ActorSkillData actorSkillData,List<SkillDataBase> skillList) : base(uid, actorSkillData,skillList) { this.m_Data = (WeatherSkillData)skillList[0]; }
public WeatherSkillLogicData(ActorSkillData actorSkillData, List <SkillDataBase> skillList) : base(actorSkillData, skillList) { this.m_Data = (WeatherSkillData)skillList[0]; }
public SkillTriggerBuffLogicData(string uid, ActorSkillData actorSkillData, List<SkillDataBase> skillList) : base(uid, actorSkillData, skillList) { }
public SkillTriggerBuffLogicData(ActorSkillData actorSkillData, List<SkillDataBase> skillList) : base(actorSkillData, skillList) { }
public SkillLogicDataBase(ActorSkillData actorSkillData, List<SkillDataBase> skillList) { this.UID = DefaultValueConst.UID; this.m_ActorSkillData = actorSkillData; this.SkillList = skillList; }