public void addTempHero() { for (int i = 0; i < 10; i++) { HeroData hero = new HeroData(); hero.level = 50; hero.equipmentList.addTempItem(); hero.templateID = 100001 + i; // if( hero.templateID == 100002 ) // hero.templateID = 100017; hero.guid = (long)1111111 + i; hero.parseData(hero.templateID); hero.property.country = i + 1 ; hero.activate = true; hero.battle = i; addHero(hero.guid, hero); hero.refreshProperty(); fightHeroList.setFightHero(hero.battle, hero.guid); // float minAtk = hero.getMinAttack(); // float maxAtk = hero.getMaxAttack(); // float armor = hero.getArmor(); // float hitLv = hero.getHitLv(); // float dodLv = hero.getDodgelv(); // float criticallv = hero.getCriticallv(); // float criticalDamage = hero.getCriticalDamage(); // float trueDamage = hero.getRealAttack(); // float trueDamageReduce = hero.getReduceRealAttack(); // // float damageReduce = hero.getReduceDamage(); // float hitRate = hero.getHitRate(); // float dodRate = hero.getDodgeRate(); // float criticalRate = hero.getCriticalRate(); // //// float normalDamage = // // int a = 0; //Debug.Log(" ----------------------"+fightHeroList.getFightHeroDict().Count); } // for (int i = 0; i < 3; i++) // { // HeroData hero = new HeroData(); // hero.templateID = 100001 + i; // hero.guid = (long)22222 + i; // hero.parseData(hero.templateID); // hero.property.country = i + 1 ; // addHero(hero.guid, hero); // } isDirty = true; }
void SetDatas(HeroManager manager, List<HeroDebugData> heroDatas) { HeroDebugData data; HeroData hero; for (int i = 0; i < heroDatas.Count; i++) { hero = new HeroData(); data = heroDatas[i]; //set max for (int j = 0; j < data.equipment.Count; j++) { EquipmentItem item = new EquipmentItem(); Property.Equip e = new Property.Equip(); if (data.equipment[j].equipId > 0 && data.equipment[j].equipLevel > 0) { e.templateid = (uint)data.equipment[j].equipId; item.parseData(e); //Debug.Log(item.equitype); //set level item.equiplev = data.equipment[j].equipLevel; hero.equipmentList.addItem(i * 10 + j, item); } } //set id level if (data.heroId > 0 && data.heroLevel > 0) { hero.templateID = data.heroId; hero.guid = (long)1111111 + i; hero.level = data.heroLevel; hero.property.country = i + 1; hero.activate = false; hero.battle = i; hero.starLevel = data.heroStar; hero.parseData(hero.templateID); hero.refreshProperty(); manager.addHero(hero.guid, hero); Debug.Log("hero is init " + i + " resname : " + hero.resname); } if (i < 3) manager.fightHeroList.setFightHero(hero.battle, hero.guid); } }