public void ClearState(CharacterPropertyEnum id) { BaseProperty.ClearState(id); ActualProperty.ClearState(id); }
public void DisableState(CharacterPropertyEnum id) { BaseProperty.DisableState(id); ActualProperty.DisableState(id); }
public void RemoveState(CharacterPropertyEnum id) { BaseProperty.RemoveState(id); ActualProperty.RemoveState(id); }
public void AddState(CharacterPropertyEnum id) { BaseProperty.AddState(id); ActualProperty.AddState(id); }
public bool HaveState(CharacterPropertyEnum id) { return(ActualProperty.HaveState(id)); }
public void LoadData(TableConfig.Actor cfg) { m_ConfigData = cfg; BaseProperty.ConfigData = cfg; BaseProperty.Owner = this; ActualProperty.ConfigData = cfg; ActualProperty.Owner = this; TableConfig.SkillEventProvider.Instance.skillEventTable.TryGetValue(cfg.id, out m_SkillEventConfigData); SetLinkId(cfg.id); SetModel(cfg.avatar); EntityType = cfg.type; m_Radius = cfg.size; m_ViewRange = cfg.viewrange; m_GohomeRange = cfg.gohomerange; float maxAttackRange = 0; if (cfg.skill0 > 0) { SkillInfo info = new SkillInfo(cfg.skill0); GetSkillStateInfo().AddSkill(info); if (maxAttackRange < info.ConfigData.skillData.distance) { maxAttackRange = info.ConfigData.skillData.distance; } m_AutoSkillIds.Add(cfg.skill0); } if (cfg.skill1 > 0) { SkillInfo info = new SkillInfo(cfg.skill1); GetSkillStateInfo().AddSkill(info); if (maxAttackRange < info.ConfigData.skillData.distance) { maxAttackRange = info.ConfigData.skillData.distance; } m_AutoSkillIds.Add(cfg.skill1); } if (cfg.skill2 > 0) { SkillInfo info = new SkillInfo(cfg.skill2); GetSkillStateInfo().AddSkill(info); if (maxAttackRange < info.ConfigData.skillData.distance) { maxAttackRange = info.ConfigData.skillData.distance; } m_AutoSkillIds.Add(cfg.skill2); } if (cfg.skill3 > 0) { SkillInfo info = new SkillInfo(cfg.skill3); GetSkillStateInfo().AddSkill(info); if (maxAttackRange < info.ConfigData.skillData.distance) { maxAttackRange = info.ConfigData.skillData.distance; } m_AutoSkillIds.Add(cfg.skill3); } if (cfg.skill4 > 0) { SkillInfo info = new SkillInfo(cfg.skill4); GetSkillStateInfo().AddSkill(info); if (maxAttackRange < info.ConfigData.skillData.distance) { maxAttackRange = info.ConfigData.skillData.distance; } m_ManualSkillId = cfg.skill4; } if (cfg.skill5 > 0) { SkillInfo info = new SkillInfo(cfg.skill5); GetSkillStateInfo().AddSkill(info); m_PassiveSkillIds.Add(cfg.skill5); } if (cfg.skill6 > 0) { SkillInfo info = new SkillInfo(cfg.skill6); GetSkillStateInfo().AddSkill(info); m_PassiveSkillIds.Add(cfg.skill6); } if (cfg.skill7 > 0) { SkillInfo info = new SkillInfo(cfg.skill7); GetSkillStateInfo().AddSkill(info); m_PassiveSkillIds.Add(cfg.skill7); } if (cfg.skill8 > 0) { SkillInfo info = new SkillInfo(cfg.skill8); GetSkillStateInfo().AddSkill(info); m_PassiveSkillIds.Add(cfg.skill8); } if (cfg.bornskill > 0) { SkillInfo info = new SkillInfo(cfg.bornskill); GetSkillStateInfo().AddSkill(info); m_BornSkillId = cfg.bornskill; } if (cfg.deadskill > 0) { SkillInfo info = new SkillInfo(cfg.deadskill); GetSkillStateInfo().AddSkill(info); m_DeadSkillId = cfg.deadskill; } foreach (var pair in TableConfig.AttrDefineProvider.Instance.AttrDefineMgr.GetData()) { TableConfig.AttrDefine def = pair.Value as TableConfig.AttrDefine; BaseProperty.SetInt((CharacterPropertyEnum)def.id, def.value); } InitProperty(CharacterPropertyEnum.x1001_基础物理攻击, cfg.x1001); InitProperty(CharacterPropertyEnum.x1002_物理攻击成长, cfg.x1002); InitProperty(CharacterPropertyEnum.x1006_基础法术攻击, cfg.x1006); InitProperty(CharacterPropertyEnum.x1007_法术攻击成长, cfg.x1007); InitProperty(CharacterPropertyEnum.x1011_基础物理防御, cfg.x1011); InitProperty(CharacterPropertyEnum.x1012_物理防御成长, cfg.x1012); InitProperty(CharacterPropertyEnum.x1016_基础法术防御, cfg.x1016); InitProperty(CharacterPropertyEnum.x1017_法术防御成长, cfg.x1017); InitProperty(CharacterPropertyEnum.x1021_暴击等级, cfg.x1021); InitProperty(CharacterPropertyEnum.x1022_抗暴击等级, cfg.x1022); InitProperty(CharacterPropertyEnum.x1024_命中等级, cfg.x1024); InitProperty(CharacterPropertyEnum.x1026_闪避等级, cfg.x1026); InitProperty(CharacterPropertyEnum.x1028_破击等级, cfg.x1028); InitProperty(CharacterPropertyEnum.x1030_格挡等级, cfg.x1030); InitProperty(CharacterPropertyEnum.x1032_格挡强度, cfg.x1032); InitProperty(CharacterPropertyEnum.x1033_暴击伤害, cfg.x1033); InitProperty(CharacterPropertyEnum.x1034_暴击伤害减免, cfg.x1034); InitProperty(CharacterPropertyEnum.x2001_基础生命, cfg.x2001); InitProperty(CharacterPropertyEnum.x2002_生命成长, cfg.x2002); InitProperty(CharacterPropertyEnum.x2007_基础速度, cfg.x2007); InitProperty(CharacterPropertyEnum.x2008_速度成长, cfg.x2008); InitProperty(CharacterPropertyEnum.x4001_职业, cfg.x4001); InitProperty(CharacterPropertyEnum.x4002_阵营, cfg.x4002); InitProperty(CharacterPropertyEnum.x4003_品质, cfg.x4003); InitProperty(CharacterPropertyEnum.x4004_性别, cfg.x4004); AttrCalculator.Calc(this); Hp = ActualProperty.GetInt(CharacterPropertyEnum.x2005_最大生命值); }