/// <summary> /// FIXME: 临时函数, 现在直接使用camp_list表里的声望默认值来初始化对不同阵营的声望 /// </summary> private void InitPrestige() { // camplist表中, 阵营ID从1开始 uint camp = m_Property.GetCampID(); if (camp < 1) { Debug.LogErrorFormat("templateID为{0}的怪阵营错误", m_Property.GetTemplateID()); } CfgEternityProxy cfgEternityProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy) as CfgEternityProxy; int count = cfgEternityProxy.GetCampCount(); for (int campIndex = 0; campIndex < count; campIndex++) { CampList campVO = cfgEternityProxy.GetCampVOByIndex(campIndex); CampNode?campnode = campVO.NodeCampList(campIndex); if (!campnode.HasValue) { Debug.LogError("CampList表错误. 不该出现的错误"); continue; } m_Property.SetPrestige(campnode.Value.CampOther, cfgEternityProxy.GetCampRelationVO(camp, campnode.Value.CampOther).Value.PrestigeInit); } }