private void ImportData_EAM() { var infos = _eamMatchInfos; var eqpArranges = _modelContext.EqpArrange; foreach (var it in eqpArranges) { if (CommonHelper.Equals(it.LIMIT_TYPE, "M") == false) { continue; } string maskID = it.MASK_ID; if (string.IsNullOrEmpty(maskID)) { continue; } List <EAItem> list; if (infos.TryGetValue(maskID, out list) == false) { infos.Add(maskID, list = new List <EAItem>()); } EAItem item = new EAItem(it); list.Add(item); } }
private void ImportData_EA() { var infos = _eaInfos; var table = _modelContext.EqpArrange; if (table == null) { return; } foreach (var it in table) { string eqpID = it.EQP_ID; if (string.IsNullOrEmpty(eqpID)) { continue; } List <EAItem> list; if (infos.TryGetValue(eqpID, out list) == false) { infos.Add(eqpID, list = new List <EAItem>()); } EAItem item = new EAItem(it); list.Add(item); } }
public void SetLinkItem(EAItem pItem) { if (m_pLinkItem != pItem && pItem != null) { m_pLinkItem = pItem; m_pLinkItem.SetItemBase(this); } }
public override bool SetObjInfo(ObjectInfo ObjInfo) { m_ObjInfo.Copy(ObjInfo); switch (m_ObjInfo.m_eObjState) { case eObjectState.CS_DEAD: { if (m_pLinkItem != null) { m_pLinkItem.DeSpawnAction(); m_pLinkItem.SetItemBase(null); } m_pLinkItem = null; } break; } base.SetObjInfo(ObjInfo); switch (m_ObjInfo.m_eObjState) { case eObjectState.CS_SETENTITY: { if (m_pLinkItem != null) { m_pLinkItem.SpawnAction(); } } break; } return(true); }
public static bool EntitySetting(EA_CObjectBase pSetObject, ObjectInfo SetObjinfo) { if (null == pSetObject) { Debug.Log("EntitySetting pSetObject is null :" + SetObjinfo.m_strGameName); return(false); } if (eObjectState.CS_SETENTITY != SetObjinfo.m_eObjState) { return(false); } string poolType = SetObjinfo.m_ModelTypeIndex; GameObject pGameObject = CObjResourcePoolingManager.instance.Spwan(poolType); pSetObject.SetLinkEntity(pGameObject); if (pGameObject == null) { Debug.LogError("EntitySetting Game object is invalid. type : " + poolType + ", name : " + pSetObject.GetObjInfo().m_strGameName); return(false); } // Modify class creation logic [3/30/2018 puos] if (SetObjinfo.m_objClassType != default(Type)) { if (pGameObject.GetComponent(SetObjinfo.m_objClassType) == null) { pGameObject.AddComponent(SetObjinfo.m_objClassType); } } // Create around object table switch (SetObjinfo.m_eObjType) { case eObjectType.CT_NPC: case eObjectType.CT_MONSTER: case eObjectType.CT_PLAYER: case eObjectType.CT_MYPLAYER: { EAActor actor = pGameObject.GetComponent <EAActor>(); if (actor == null) { actor = pGameObject.AddComponent <EAActor>(); SetObjinfo.m_objClassType = typeof(EAActor); } ((EA_CCharBPlayer)pSetObject).SetLinkActor(actor); } break; case eObjectType.CT_MAPOBJECT: { EAMapObject mapObject = pGameObject.GetComponent <EAMapObject>(); if (mapObject == null) { mapObject = pGameObject.AddComponent <EAMapObject>(); SetObjinfo.m_objClassType = typeof(EAMapObject); } ((EA_CMapObject)pSetObject).SetLinkMapObject(mapObject); } break; case eObjectType.CT_ITEMOBJECT: { EAItem itemObject = pGameObject.GetComponent <EAItem>(); if (itemObject == null) { itemObject = pGameObject.AddComponent <EAItem>(); SetObjinfo.m_objClassType = typeof(EAItem); } ((EA_CItem)pSetObject).SetLinkItem(itemObject); } break; } //Debug.Log("EntitySetting pSetObject :" + SetObjinfo.m_ModelTypeIndex); return(true); }