Esempio n. 1
0
        /// 1.英雄 > 召唤兽 > 小兵 > 防御塔 > 建筑  (英雄使用)
        public void SortByPriority(IEnumerable <ServerNPC> unPriority, WarServerNpcMgr npcMgr, List <List <ServerNPC> > HasPriority)
        {
            //已经排好序的
            if (HasPriority == null)
            {
                HasPriority = new List <List <ServerNPC> >();
            }
            else
            {
                HasPriority.Clear();
            }

            for (int i = 0; i < 5; ++i)
            {
                HasPriority.Add(null);
            }

            foreach (ServerNPC npc in unPriority)
            {
                NPCConfigData cfg    = npc.data.configData;
                ExistFlag     totest = LifeNpcType2ExistFlag(cfg.type, cfg.bldType);
                ///
                /// 如果属于不关心的类型,则丢弃
                ///
                if (totest == ExistFlag.None)
                {
                    continue;
                }

                base.addNpcByPriority(npc, (byte)totest, HasPriority);
            }
        }
Esempio n. 2
0
        public void SortByPriority(IEnumerable <ServerNPC> unPriority, WarServerNpcMgr npcMgr, List <List <ServerNPC> > HasPriority)
        {
            //已经排好序的
            if (HasPriority == null)
            {
                HasPriority = new List <List <ServerNPC> >();
            }
            else
            {
                HasPriority.Clear();
            }

            for (int i = 0; i < 8; ++i)
            {
                HasPriority.Add(null);
            }

            foreach (ServerNPC npc in unPriority)
            {
                ExistFlag toTest = ExistFlag.None;
                ///
                /// 挑选出关心的 敌方英雄,敌方召唤物, 敌方小兵
                ///
                NPCConfigData cfg          = npc.data.configData;
                bool          careHero     = cfg.type.check(LifeNPCType.Hero);
                bool          careSummoner = cfg.type.check(LifeNPCType.Summon);
                bool          careMinion   = cfg.type.check(LifeNPCType.Soldier);
                bool          careBuilding = cfg.type.check(LifeNPCType.Build);


                bool care = careHero || careSummoner || careMinion || careBuilding;
                if (care == false)
                {
                    continue;
                }

                if (careHero)
                {
                    toTest = NPCToFlag(npc, npcMgr, LifeNPCType.Hero);
                }
                if (careSummoner)
                {
                    toTest = NPCToFlag(npc, npcMgr, LifeNPCType.Summon);
                }
                if (careMinion)
                {
                    toTest = NPCToFlag(npc, npcMgr, LifeNPCType.Soldier);
                }
                if (careBuilding)
                {
                    toTest = NPCToFlag(npc, npcMgr, LifeNPCType.Build);
                }

                base.addNpcByPriority(npc, (byte)toTest, HasPriority);
            }
        }
Esempio n. 3
0
        public void SortByPriority(IEnumerable <ServerNPC> unPriority, WarServerNpcMgr npcMgr, List <List <ServerNPC> > HasPriority)
        {
            //已经排好序的
            if (HasPriority == null)
            {
                HasPriority = new List <List <ServerNPC> >();
            }
            else
            {
                HasPriority.Clear();
            }

            for (int i = 0; i < 6; ++i)
            {
                HasPriority.Add(null);
            }

            foreach (ServerNPC npc in unPriority)
            {
                ExistFlag toTest = toExistType(npc, npcMgr);
                base.addNpcByPriority(npc, (byte)toTest, HasPriority);
            }
        }