Esempio n. 1
0
 public LoopRefresh(int characterID, string name, E_CharacterType type, CharacterRefreshPO characterRefreshPO)
 {
     mCharacterID        = characterID;
     mPrefabName         = name;
     mCharacterType      = type;
     mCharacterRefreshPo = characterRefreshPO;
 }
Esempio n. 2
0
 public CharacterBaseAttr(CharacterPO agentPO)
 {
     mID                       = agentPO.Id;
     mPrefabName               = agentPO.Name;
     mCharacterType            = (E_CharacterType)agentPO.Type;
     mBaseSpeed                = agentPO.BaseSpeed;
     mBaseRotationSpeed        = agentPO.RotationSpeed;
     mMaxHP                    = agentPO.Health;
     mWorth                    = agentPO.Score;
     mDamageValue              = agentPO.DamageValue;
     mBornEffectName           = agentPO.BornEffect;
     mBeAttackedEffectName     = agentPO.HitEffect;
     mDeadEffectName           = agentPO.DieEffet;
     mExplodeEffectSoundName   = agentPO.ExplodeEffectSound;
     mBeDestroyEffectSoundName = agentPO.DestroyEffectSound;
     mBeDestroySoundName       = agentPO.DestroySound;
     mDisappearTime            = agentPO.DisappearTime;
     mValidTime                = agentPO.ValidTime;
     mFogTime                  = agentPO.FogTime;
     mFreezeTime               = agentPO.FreezeTime;
     mOffset_Y                 = agentPO.Offset_Y;
     mHeadID                   = agentPO.HeadID;
     mMapID                    = agentPO.MapID;
     mHitBone                  = agentPO.HitBone;
 }
Esempio n. 3
0
 public virtual void UpdateWaterPull(E_CharacterType characterType)
 {
     if (!mCheckWaterPullList.Contains(characterType) || mCheckWaterPullList.Count == 0)
     {
         return;
     }
     mCheckWaterPullList.Remove(characterType);
     if (mCheckWaterPullList.Count == 0)
     {
         ioo.gameMode.RunState(E_GameState.Water);
     }
 }
 public override void Notify(params int[] args)
 {
     mCharacterType = (E_CharacterType)args[0];
     base.Notify(args);
 }
Esempio n. 5
0
    /// <summary>
    /// 按照刷新表动态刷新场景活动单元
    /// </summary>
    void RefreshCharacter()
    {
        while (true)
        {
            int refreshID = 100000 + ((int)mStageSystem.sceneID) * 10000 + mStageSystem.refreshIndex;
            CharacterRefreshPO characterRefreshPO = CharacterRefreshData.Instance.GetCharacterRefreshPO(refreshID);
            if (characterRefreshPO == null)
            {
                break;
            }
            if (characterRefreshPO.Stage != mLv)
            {
                break;
            }

            if (characterRefreshPO.AppeareTime > mStageTimer)
            {
                return;
            }

            CharacterBaseAttr baseAttr = FactoryManager.attrFactory.GetCharacterBaseAttr(characterRefreshPO.CharacterID);
            if (characterRefreshPO.Loop == 1)
            {
                LoopRefresh lr = new LoopRefresh(characterRefreshPO.CharacterID, baseAttr.name, baseAttr.characterType, characterRefreshPO);
                mLoopList.Add(lr);
                ++mStageSystem.refreshIndex;
                continue;
            }

            E_CharacterType characterType = baseAttr.characterType;
            switch (characterType)
            {
            case E_CharacterType.Player:
                ISpawnCommand command = new SpawnCharacterCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;

            case E_CharacterType.Map:
                command = new SpawnMapCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;

            case E_CharacterType.Citizen0:
            case E_CharacterType.Citizen1:
            case E_CharacterType.Citizen2:
                command = new SpawnCitizenCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;

            case E_CharacterType.Npc:
                for (int i = 0; i < characterRefreshPO.StepCount; ++i)
                {
                    command = new SpawnNpcCommand(baseAttr.id, characterRefreshPO);
                    mCommands.Add(command);
                }
                break;

            case E_CharacterType.SandBox:
            case E_CharacterType.Bucket:
                command = new SpawnPropCommand(baseAttr.id, characterRefreshPO, Vector3.zero);
                mCommands.Add(command);
                break;

            case E_CharacterType.BullDemonKing:
                command = new SpawnBullDemonKingCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;

            case E_CharacterType.AngerBear:
                command = new SpawnBearCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;

            case E_CharacterType.Wolf:
                command = new SpawnWolfCommand(baseAttr.id, characterRefreshPO);
                mCommands.Add(command);
                break;
            }
            ++mStageSystem.refreshIndex;
        }
    }
Esempio n. 6
0
 public bool Decode(BinaryDecoder decoder)
 {
     if (!BinaryCodec.Decode(decoder, out _ID))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _Name))
     {
         return(false);
     }
     {
         int enumValue = 0;
         if (!BinaryCodec.Decode(decoder, out enumValue))
         {
             return(false);
         }
         _CharacterType = (E_CharacterType)enumValue;
     }
     if (!BinaryCodec.DecodeUnicodeString(decoder, out _displayName))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _spriteName))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_str))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_dex))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_con))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_int))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_spr))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_wis))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_hp))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _default_mp))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _rewordXP))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _rewordGold))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _isDrop))
     {
         return(false);
     }
     if (!BinaryCodec.Decode(decoder, out _dropList))
     {
         return(false);
     }
     return(true);
 }