コード例 #1
0
        private bool IsBeastActive(int unBeastId, bool bIncludeTemp)
        {
            CBeastData data = null;
            Dictionary <int, CBeastData> dictionary = this.m_roleAllInfo.m_oBeastInfo.m_oBeastMap;

            dictionary.TryGetValue((int)unBeastId, out data);
            bool result = false;

            if (data != null && data.m_wLevel > 0)
            {
                result = true;
            }
            else
            {
                if (!bIncludeTemp)
                {
                    result = false;
                }
                else
                {
                    this.m_dicTempBeastMap.TryGetValue(unBeastId, out data);
                    result = (data != null && data.m_wLevel > 0);
                }
            }
            return(result);
        }
コード例 #2
0
ファイル: DlgMain.cs プロジェクト: githuanl/NewBeastGame
    /// <summary>
    /// 显示角色的基础信息,比如血量,速度,攻击距离等
    /// </summary>
    public void RefreshPlayerRoleInfo()
    {
        if (base.Prepared)
        {
            int           beastTypeId = Singleton <BeastRole> .singleton.Beast.BeastTypeId;
            DataBeastlist data        = GameData <DataBeastlist> .dataMap[beastTypeId];
            if (data != null)
            {
                base.uiBehaviour.m_Label_RoleName.SetText(data.Name);
                string beastIconIndex = Singleton <RoomManager> .singleton.GetBeastIcon(Singleton <BeastRole> .singleton.Beast.Id);

                base.uiBehaviour.m_Sprite_AvatarIcon.SetSprite(beastIconIndex, UIManager.singleton.GetAtlasName(EnumAtlasType.Beast, beastIconIndex));
                CBeastData beastData = Singleton <PlayerRole> .singleton.GetBeastData(beastTypeId, true);

                if (beastData != null)
                {
                    //这里是玩家数量度这些,无关紧要
                }
            }
            Color color = Singleton <BeastRole> .singleton.Beast.IsDead ? UnityTools.GrayColor : Color.white;
            base.uiBehaviour.m_Sprite_AvatarIcon.Color = color;
            int    hp    = Singleton <BeastRole> .singleton.Beast.Hp;
            int    hpMax = Singleton <BeastRole> .singleton.Beast.HpMax;
            string text  = string.Format("Life {0}/{1}", hp, hpMax);
            base.uiBehaviour.m_Label_Life.SetText(text);
            base.uiBehaviour.m_Label_Speed.SetText(string.Format("Speed {0}", Singleton <BeastRole> .singleton.Beast.MaxMoveDis.ToString()));
        }
    }
コード例 #3
0
 public void AddTempBeastData(CBeastData beastData)
 {
     if (beastData != null)
     {
         this.m_dicTempBeastMap[beastData.m_dwID] = beastData;
     }
 }
コード例 #4
0
        public CBeastData GetBeastData(int beastTypeId)
        {
            CBeastData result     = null;
            CBeastInfo oBeastInfo = this.m_roleAllInfo.m_oBeastInfo;

            if (oBeastInfo != null)
            {
                oBeastInfo.m_oBeastMap.TryGetValue(beastTypeId, out result);
            }
            return(result);
        }
コード例 #5
0
    public override CByteStream DeSerialize(CByteStream bs)
    {
        this.m_oBeastMap.Clear();
        int num = 0;

        bs.Read(ref num);
        for (int i = 0; i < num; i++)
        {
            int        key        = 0;
            CBeastData CBeastData = new CBeastData();
            bs.Read(ref key);
            bs.Read(CBeastData);
            this.m_oBeastMap.Add(key, CBeastData);
        }
        return(bs);
    }
コード例 #6
0
        /// <summary>
        /// 取得玩家拥有的神兽信息,是否有包括周免
        /// </summary>
        /// <param name="beastTypeId"></param>
        /// <param name="bContainFree"></param>
        /// <returns></returns>
        public CBeastData GetBeastData(int beastTypeId, bool bContainFree)
        {
            CBeastData cBeastData = this.GetBeastData(beastTypeId);

            if (bContainFree)
            {
                CBeastInfo info = this.m_roleAllInfo.m_oBeastInfo;
                if (info != null && info.m_oWeekBeastMap.ContainsKey(beastTypeId))
                {
                    CBeastData cWeekBeastData = info.m_oWeekBeastMap[beastTypeId];
                    if (cBeastData == null)
                    {
                        cBeastData = cWeekBeastData;
                    }
                }
            }
            return(cBeastData);
        }
コード例 #7
0
        public override CByteStream DeSerialize(CByteStream bs)
        {
            bs.Read(ref this.m_unPlayerID);
            bs.Read(ref this.m_unLevel);
            bs.Read(ref this.m_strName);
            bs.Read(ref this.m_strIcon);
            bs.Read(ref this.m_btIsReconnecting);
            bs.Read(this.m_lBeastList);
            this.m_oBeastMap.Clear();
            int num = 0;

            bs.Read(ref num);
            for (int i = 0; i < num; i++)
            {
                int        key  = 0;
                CBeastData data = new CBeastData();
                bs.Read(ref key);
                bs.Read(data);
                this.m_oBeastMap.Add(key, data);
            }
            return(bs);
        }
コード例 #8
0
ファイル: RoomManager.cs プロジェクト: githuanl/NewBeastGame
        /// <summary>
        /// 玩家确认选择该神兽
        /// </summary>
        /// <param name="unRoleId"></param>
        /// <param name="unBeastTypeId"></param>
        /// <param name="unBeastLevel"></param>
        /// <param name="oSkillList"></param>
        /// <param name="btIsRandom"></param>
        /// <param name="nSuitId"></param>
        public void OnPlayerSelectBeast(long unRoleId, int unBeastTypeId, int unBeastLevel, ref List <int> oSkillList, byte btIsRandom, int nSuitId)
        {
            BeastData beastData = null;

            foreach (var current in this.m_listEnemyPlayers)
            {
                for (int i = 0; i < current.Beasts.Count; i++)
                {
                    BeastData beast = current.Beasts[i];
                    if (beast.Id == unRoleId)
                    {
                        beastData         = beast;
                        beast.BeastTypeId = unBeastTypeId;
                        beast.BeastLevel  = unBeastLevel;
                        beast.IsRandom    = (btIsRandom > 0);
                        beast.SuitId      = nSuitId;
                        beast.Skills.Clear();
                        foreach (var skill in oSkillList)
                        {
                            SkillGameData data = new SkillGameData(skill);
                            beast.Skills.Add(data);
                        }
                    }
                }
            }
            foreach (var current in this.m_listOurPlayers)
            {
                for (int i = 0; i < current.Beasts.Count; i++)
                {
                    BeastData beast = current.Beasts[i];
                    if (beast.Id == unRoleId)
                    {
                        beastData         = beast;
                        beast.BeastTypeId = unBeastTypeId;
                        beast.BeastLevel  = unBeastLevel;
                        beast.IsRandom    = (btIsRandom > 0);
                        beast.SuitId      = nSuitId;
                        beast.Skills.Clear();
                        foreach (var skill in oSkillList)
                        {
                            SkillGameData data = new SkillGameData(skill);
                            beast.Skills.Add(data);
                        }
                    }
                }
            }
            if (beastData != null)
            {
                if (!beastData.IsRandom)
                {
                    DlgBase <DlgRoom, DlgRoomBehaviour> .singleton.RefreshPlayerInfo(beastData);

                    if (beastData.Id == DlgBase <DlgRoom, DlgRoomBehaviour> .singleton.CurSelectBeastId)
                    {
                    }
                }
                if (beastData.PlayerId == Singleton <PlayerRole> .singleton.ID)
                {
                    CBeastData data = new CBeastData(unBeastTypeId, 0, unBeastLevel, nSuitId);
                    data.m_oSkillList.AddRange(oSkillList);
                    data.m_oSuitList.Add(nSuitId);
                    Singleton <PlayerRole> .singleton.AddTempBeastData(data);
                }
            }
            else
            {
                this.m_log.Error("null == beastDataCur:unBeastId:" + unRoleId);
            }
            BeastData beastData1 = this.GetBeastData(unRoleId);

            if (beastData.PlayerId == Singleton <PlayerRole> .singleton.ID)
            {
                //刷新技能
                DlgBase <DlgRoom, DlgRoomBehaviour> .singleton.RefreshSkill(beastData1);
            }
        }