private void OnClickCreateRole(string roleName) { Log.Info("create role ,name : " + roleName); if (m_ProcedureOwner != null) { //创建角色数据 int userId = m_ProcedureOwner.GetData <VarInt>(Constant.ProcedureData.UserId); int playerId = GameEntry.Entity.GenerateSerialId(); DBPlayer dbPlayer = new DBPlayer(playerId, userId); dbPlayer.EntityTypeId = m_SelectRoleTypeId; dbPlayer.Name = roleName; dbPlayer.Level = 1; dbPlayer.Insert(); GameEntry.Database.AddDBRow <DBPlayer>(dbPlayer.Id, dbPlayer); DBUser dbUser = GameEntry.Database.GetDBRow <DBUser>(userId); dbUser.Player = dbPlayer.Id; m_ProcedureOwner.SetData <VarInt>(Constant.ProcedureData.PlayerId, dbUser.Player); m_ProcedureOwner.SetData <VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.MainCity); ChangeState <ProcedureChangeScene>(m_ProcedureOwner); } }
public void Init(DRLevel levelData) { if (levelData == null) { Log.Error("data is invalid."); return; } LevelId = levelData.Id; LevelName = levelData.Name; SceneId = (SceneId)levelData.Scene; DBPlayer player = GameEntry.Database.GetDBRow <DBPlayer>(GameEntry.Database.GetPlayerId()); if (levelData.LevelRequest <= player.Level) { IsLock = false; m_Ctrl.selectedIndex = levelData.Icon; m_Level.color = Color.green; } else { IsLock = true; m_Ctrl.selectedIndex = 0; m_Level.color = Color.red; } m_Title.text = levelData.Name; m_Level.text = "LV." + levelData.LevelRequest; }
public ActorPlayer(RoleEntityBase entity, ActorType type, BattleCampType camp, CharacterController cc, Animator anim) : base(entity, type, camp, cc, anim) { m_PlayerData = GameEntry.Database.GetDBRow <DBPlayer>(Id); if (m_PlayerData == null) { throw new Exception("Get DBPlayer Failure."); } }
private void CreatePlayer() { if (m_ProcedureOwner == null) { return; } int playerId = m_ProcedureOwner.GetData <VarInt>(Constant.ProcedureData.PlayerId); DBPlayer dbPlayer = GameEntry.Database.GetDBRow <DBPlayer>(playerId); GameEntry.Entity.ShowPlayer(new PlayerEntityData(dbPlayer.Id, dbPlayer.EntityTypeId)); GameEntry.Camera.SwitchCameraBehaviour(CameraBehaviourType.LockLook); }
public static Dictionary <PropertyType, int> GetPlayerPropertys(DBPlayer player) { if (player == null) { Log.Error("Player is null"); return(null); } Dictionary <PropertyType, int> propertys = New(); Strategy.CalcHeroLevel(propertys, player.Level); //TODO 计算装备和宝石 //Strategy.CalcAllDressEquip(propertys,player.Id); //Strategy.CalcAllDressGem(propertys,player.Id); return(propertys); }
private void InitPlayer(int playerId) { if (Config.Ally == null) { return; } DBPlayer dbPlayer = GameEntry.Database.GetDBRow <DBPlayer>(playerId); int entityId = GameEntry.Entity.GenerateSerialId(); bool battleState = CurSceneType == SceneType.Battle; PlayerEntityData data = new PlayerEntityData(entityId, dbPlayer.Id, ActorType.Player, BattleCampType.Ally, battleState) { Position = Config.Ally.TransParam.Position, Rotation = Quaternion.Euler(Config.Ally.TransParam.EulerAngles), Scale = Config.Ally.TransParam.Scale }; AddRole <PlayerRole>(data); }