/// <summary> /// 装填单位属性 /// </summary> public void SetSoldierData(armybase_cInfo data) { Name = data.Name; ArmyID = data.ArmyID; ArmyType = data.ArmyType; TotalHp = data.HP; CurrentHP = TotalHp; Armor = data.Armor; AntiArmor = data.AntiArmor; AntiCrit = data.AntiCrit; Crit = data.Crit; Dodge = data.Dodge; Hit = data.Hit; AttackRange = data.AttackRange; SkillRange = data.SkillRange; MoveSpeed = data.MoveSpeed; BehaviorType = data.BehaviorType; UniqueID = data.UniqueID; ArmyLevel = data.ArmyLevel; AimGeneralType = data.AimGeneralType; DeployTime = data.DeployTime; GeneralType = data.GeneralType; Attack1 = data.Attack1; Clipsize1 = data.Clipsize1; AttackRate1 = data.AttackRate1; ReloadTime1 = data.ReloadTime1; Accuracy = data.Accuracy; SpaceSet = data.SpaceSet; SpreadRange = data.SpreadRange; Defence = data.Defence; CritDamage = data.CritDamage; BulletType = data.BulletType; BulletSpeed = data.BulletSpeed; AttackType = data.AttackType; SightRange = data.SightRange; IsHide = data.IsHide == 1; IsSummon = data.IsSummoned == 1; IsMechanic = data.IsCreature == 2; IsMelee = data.RangeType == 1; IsAntiHide = data.IsAntiHide == 1; LifeTime = data.LifeTime; Skill1 = data.Skill1; Skill2 = data.Skill2; Skill3 = data.Skill3; Skill4 = data.Skill4; Skill5 = data.Skill5; ModelPack = data.Pack; ModelName = data.Prefab; ModelTexture = data.Texture; }
public void setData(LuaTable table1, LuaTable table2) { var head = new string[table1.Length]; SDataUtils.dealTable(table1, (Object o1, Object o2) => { head[(int)(double)o1 - 1] = (string)o2; }); SDataUtils.dealTable(table2, (Object o1, Object o2) => { armybase_cInfo dif = new armybase_cInfo(); SDataUtils.dealTable((LuaTable)o2, (Object o11, Object o22) => { switch (head[(int)(double)o11 - 1]) { case "UniqueID": dif.UniqueID = (int)(double)o22; break; case "ArmyID": dif.ArmyID = (int)(double)o22; break; case "ArmyLevel": dif.ArmyLevel = (short)(double)o22; break; case "Name": dif.Name = (string)o22; break; case "AimGeneralType": dif.AimGeneralType = (short)(double)o22; break; case "DeployTime": dif.DeployTime = (float)(double)o22; break; case "GeneralType": dif.GeneralType = (short)(double)o22; break; case "ArmyType": dif.ArmyType = (short)(double)o22; break; case "IsCreature": dif.IsCreature = (short)(double)o22; break; case "RangeType": dif.RangeType = (short)(double)o22; break; case "IsSummoned": dif.IsSummoned = (short)(double)o22; break; case "BehaviorType": dif.BehaviorType = (short)(double)o22; break; case "SingleCost": dif.SingleCost = (short)(double)o22; break; case "Attack1": dif.Attack1 = (float)(double)o22; break; case "Clipsize1": dif.Clipsize1 = (short)(double)o22; break; case "AttackRate1": dif.AttackRate1 = (float)(double)o22; break; case "ReloadTime1": dif.ReloadTime1 = (float)(double)o22; break; case "Accuracy": dif.Accuracy = (float)(double)o22; break; case "SpaceSet": dif.SpaceSet = (float)(double)o22; break; case "SpreadRange": dif.SpreadRange = (float)(double)o22; break; case "Defence": dif.Defence = (float)(double)o22; break; case "HP": dif.HP = (float)(double)o22; break; case "MoveSpeed": dif.MoveSpeed = (float)(double)o22; break; case "Dodge": dif.Dodge = (float)(double)o22; break; case "Hit": dif.Hit = (float)(double)o22; break; case "AntiArmor": dif.AntiArmor = (float)(double)o22; break; case "Armor": dif.Armor = (float)(double)o22; break; case "AntiCrit": dif.AntiCrit = (float)(double)o22; break; case "Crit": dif.Crit = (float)(double)o22; break; case "CritDamage": dif.CritDamage = (float)(double)o22; break; case "BulletType": dif.BulletType = (short)(double)o22; break; case "BulletSpeed": dif.BulletSpeed = (float)(double)o22; break; case "BulletModel": dif.BulletModel = (string)o22; break; case "BulletPath": dif.BulletPath = (short)(double)o22; break; case "MuzzleFlash": dif.MuzzleFlash = (string)o22; break; case "Ballistic": dif.Ballistic = (string)o22; break; case "GetHit": dif.GetHit = (string)o22; break; case "AttackType": dif.AttackType = (short)(double)o22; break; case "AttackRange": dif.AttackRange = (float)(double)o22; break; case "SightRange": dif.SightRange = (float)(double)o22; break; case "SkillRange": dif.SkillRange = (float)(double)o22; break; case "IsHide": dif.IsHide = (short)(double)o22; break; case "IsAntiHide": dif.IsAntiHide = (short)(double)o22; break; case "LifeTime": dif.LifeTime = (float)(double)o22; break; case "Skill1": dif.Skill1 = (int)(double)o22; break; case "Skill2": dif.Skill2 = (int)(double)o22; break; case "Skill3": dif.Skill3 = (int)(double)o22; break; case "Skill4": dif.Skill4 = (int)(double)o22; break; case "Skill5": dif.Skill5 = (int)(double)o22; break; case "Pack": dif.Pack = (string)o22; break; case "Texture": dif.Texture = (string)o22; break; case "Prefab": dif.Prefab = (string)o22; break; } }); if (Data.ContainsKey(dif.UniqueID)) { MonoEX.Debug.Logout(MonoEX.LOG_TYPE.LT_ERROR, "重复的ID:" + dif.UniqueID.ToString()); } Data.Add(dif.UniqueID, dif); }); }