Esempio n. 1
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    public static PlayerSkill CreateInstanceFromSaveData(PlayerSkillData data)
    {
        PlayerSkill result = data.prototype.CreateCopy();

        result.useCount = data.useCount;
        return(result);
    }
Esempio n. 2
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    /// <summary>
    /// 技能可解锁在本地判断,服务器只负责验证;
    /// </summary>
    void skillOpenChecker(int lv)
    {
        PlayerDataModule pdm = ModuleManager.Instance.FindModule <PlayerDataModule>();

        if (pdm == null)
        {
            return;
        }

        PlayerSkillData skillData = null;

        IDictionaryEnumerator itr = DataManager.SkillLearnTable.GetEnumerator();

        while (itr.MoveNext())
        {
            SkillLearnTableItem item = itr.Value as SkillLearnTableItem;
            if (item == null)
            {
                continue;
            }

            if (lv < item.unlock_lv)
            {
                continue;
            }

            skillData = pdm.GetSkillData();
            if (skillData == null || skillData.mLevels.ContainsKey(item.id))
            {
                continue;
            }

            pdm.UpdateSkillData(item.id, 0);
        }
    }
Esempio n. 3
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    public PlayerSkillData GetSaveData()
    {
        PlayerSkillData res = new PlayerSkillData();

        res.prototype = prototype;
        res.useCount  = useCount;
        return(res);
    }
Esempio n. 4
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        public override void Initialize()
        {
            Instance = this;

            AppDomain.CurrentDomain.AssemblyResolve += (sender, args) =>
            {
                var path = Path.Combine("Nugets", args.Name.Substring(0, args.Name.IndexOf(",")) + ".dll");
                if (File.Exists(path))
                {
                    return(Assembly.LoadFrom(path));
                }
                return(null);
            };

            Config      = StarverConfig.Read(ConfigPath);
            Skills      = new SkillManager();
            PlayerDatas = new PlayerDataManager(StorageType.MySql);
            Players     = new StarverPlayer[TShock.Players.Length];
            #region Test
#if false
            var data = new PlayerData(-444)
            {
                Level = 3
            };
            var skills = new PlayerSkillData[5];
            skills[0] = new PlayerSkillData
            {
                ID         = (byte)SkillIDs.LawAias,
                BindByProj = true,
                BindID     = ProjectileID.Spear
            };
            data.SetSkillDatas(skills);
            PlayerDatas.SaveData(data);
#endif
            #endregion
            #region Hooks
            ServerApi.Hooks.ServerJoin.Register(this, OnJoin);
            ServerApi.Hooks.ServerLeave.Register(this, OnLeave);
            ServerApi.Hooks.NpcStrike.Register(this, OnNpcStrike);
            ServerApi.Hooks.GameUpdate.Register(this, OnUpdate);
            ServerApi.Hooks.NetGetData.Register(this, OnGetData);
            TShockAPI.Hooks.PlayerHooks.PlayerPostLogin += OnPostLogin;
            GetDataHandlers.NewProjectile += OnNewProjectile;
            #endregion
            #region Commands
            Commands.ChatCommands.Add(new Command(Perms.Normal, MainCommand, "starver"));
            Commands.ChatCommands.Add(new Command(Perms.Aura.Normal, AuraCommand, "aura", "au"));
            #endregion
        }
Esempio n. 5
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    /// <summary>
    /// 根据SkillID判断,该技能在技能槽中的位置[0...3]
    /// falseult < 0 表示不存在;
    /// </summary>
    /// <returns>The slot index by skill I.</returns>
    public bool GetSlotIdxBySkillID(int skillID, ref int slotIdx)
    {
        PlayerData pd = PlayerDataPool.Instance.MainData;

        if (pd == null)
        {
            Debug.LogError("MainData is Null");
            return(false);
        }

        PlayerSkillData skillData = pd.skillData;

        slotIdx = -1;
        for (int i = 0, j = skillData.skills.Length; i < j; i++)
        {
            if (skillData.skills[i] == skillID)
            {
                slotIdx = i;
                return(true);
            }
        }
        return(false);
    }
Esempio n. 6
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 public PlayerSkillData()
 {
     Instance = this;
 }
Esempio n. 7
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    /// <summary>
    /// 装备/切换技能;
    /// idx : 技能槽索引[1,4];
    /// skillId : 技能Id;
    /// </summary>
    public void EquipSkill(int idx, int skillId)
    {
        PlayerData pd = PlayerDataPool.Instance.MainData;

        if (pd == null)
        {
            Debug.LogError("MainData is Null");
            return;
        }

        if (idx < 1 || idx > SkillMaxCountDefine.MAX_EQUIP_SKILL_NUM)
        {
            Debug.LogError("技能槽索引值无效");
            return;
        }

        if (IsSlotLocked(idx))
        {
            Debug.LogError("技能槽还没有解锁,装备技能失败");
            return;
        }

        PlayerSkillData skillData = pd.skillData;

        idx -= 1;
        //要装备的技能在技能槽中存在且在技能槽中的位置不变,不做操作;
        if (skillData.skills[idx] == skillId)
        {
            return;
        }

        int[] skillIds = new int[4];
        skillIds = skillData.skills;

        int slotIdx = -1;

        if (!GetSlotIdxBySkillID(skillId, ref slotIdx))
        {
            skillIds[idx] = skillId;
        }
        //如果要装备的技能在技能槽中存在,在技能槽的位置改变,那么互换该技能原来位置和现在的技能槽的位置;
        else
        {
            int temp = skillData.skills[idx];

            skillIds[idx]     = skillId;
            skillIds[slotIdx] = temp;
        }

        SkillEquipActionParam param = new SkillEquipActionParam();

        param.EquipIdx = skillIds;
        Net.Instance.DoAction((int)MESSAGE_ID.ID_MSG_SKILL, param);

        #region
        //int slotIdx = -1;
        ////记录哪个位置的技能槽发生改变;
        //ArrayList changeIdx = new ArrayList();
        ////记录哪个位置的技能发生改变;
        //ArrayList changeSkillIdx = new ArrayList();
        ////要装备的技能在技能槽中不存在,直接替换为该技能;
        //if(!GetSlotIdxBySkillID(skillId , ref slotIdx))
        //{
        //    changeSkillIdx.Clear();
        //    changeSkillIdx.Add(skillId);
        //    changeSkillIdx.Add(skillData.skills[idx]);

        //    skillData.skills[idx] = skillId;

        //    changeIdx.Clear();
        //    changeIdx.Add(idx);

        //}
        ////如果要装备的技能在技能槽中存在,在技能槽的位置改变,那么互换该技能原来位置和现在的技能槽的位置;
        //else
        //{
        //    int temp = skillData.skills[idx];

        //    skillData.skills[idx] = skillId;
        //    skillData.skills[slotIdx] = temp;

        //    changeIdx.Clear();
        //    changeIdx.Add(idx);
        //    changeIdx.Add(slotIdx);

        //    changeSkillIdx.Clear();
        //    changeSkillIdx.Add(temp);
        //    changeSkillIdx.Add(skillId);
        //}

        //SkillUIEvent se = new SkillUIEvent(SkillUIEvent.SKILL_SLOT_CHANGE);
        //se.msg = changeIdx;//记录的slotIdx有效范围[0...3]
        //EventSystem.Instance.PushEvent(se);

        //SkillUIEvent se1 = new SkillUIEvent(SkillUIEvent.SKILL_LIST_CHANGE);
        //se1.msg = changeSkillIdx;
        //EventSystem.Instance.PushEvent(se1);
        #endregion
    }
Esempio n. 8
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 void Start()
 {
     StartCoroutine(RecordNearbyEnemyToArray());
     playerSkillData = new PlayerSkillData();
 }