//存储私聊对象 public void PushChat(LogicSimpleData logicSimple) { if (mDbData.NearChats == null) { mDbData.NearChats = new PlayerHeadInfoMsgList(); } var index = 0; foreach (var msg in mDbData.NearChats.Characters) { if (msg.CharacterId == logicSimple.Id) { //var temp = msg; mDbData.NearChats.Characters.RemoveAt(index); //mDbData.NearChats.Characters.Add(msg); MarkDbDirty(); //return; break; } index++; } var t = new PlayerHeadInfoMsg(); t.CharacterId = logicSimple.Id; t.Name = logicSimple.Name; t.RoleId = logicSimple.TypeId; t.Level = logicSimple.Level; t.Ladder = logicSimple.Ladder; mDbData.NearChats.Characters.Add(t); if (mDbData.NearChats.Characters.Count > 20) { mDbData.NearChats.Characters.RemoveAt(0); } MarkDbDirty(); //uint64 CharacterId = 1; //string Name = 2; //int32 RoleId = 3; //int32 Level = 4; //int32 Ladder = 5; //int32 FightValue = 6; }
public AutoPlayer CreateAutoPlayer(Scene _this, LogicSimpleData logic, SceneSimpleData scene, Vector2 pos, Vector2 dir) { var autoPlayer = new AutoPlayer(); autoPlayer.Init(_this.GenerateNextId(), logic, scene); if (!_this.ValidPosition(pos)) { Logger.Error("CreateAutoPlayer postion is invalid. PlayerId={2},name={0}, pos={1}", autoPlayer.GetName(), pos, logic.Id); } autoPlayer.SetPosition(pos.X, pos.Y); autoPlayer.SetDirection(dir); _this.EnterScene(autoPlayer); return(autoPlayer); }
/// <summary> /// 初始化 /// </summary> /// <param name="_this"></param> /// <param name="npcId"></param> /// <param name="logic"></param> /// <param name="scene"></param> public void Init(AutoPlayer _this, ulong npcId, LogicSimpleData logic, SceneSimpleData scene) { _this.mLogicData = logic; _this.mSceneData = scene; _this.mObjId = npcId; _this.mTypeId = logic.TypeId; _this.mDirection = new Vector2(1, 0); _this.mName = _this.mSceneData.Name; _this.BuffList = new BuffList(); _this.BuffList.InitByBase(_this); _this.Attr = new FightAttr(_this); _this.Skill = new SkillManager(_this); _this.SetLevel(_this.mLogicData.Level); _this.InitTableData(_this.mLogicData.Level); _this.InitEquip(_this.mLogicData.Level); _this.InitSkill(_this.mLogicData.Level); _this.InitBuff(_this.mLogicData.Level); _this.Attr.RobotPlayer = true; _this.InitAttr(_this.mLogicData.Level); _this.mCamp = 2; _this.TableCamp = Table.GetCamp(_this.mCamp); _this.InitAI(_this.mLogicData.Level); }
public AutoPlayer CreateAutoPlayer(LogicSimpleData logic, SceneSimpleData scene, Vector2 pos, Vector2 dir) { return(mImpl.CreateAutoPlayer(this, logic, scene, pos, dir)); }
/// <summary> /// 初始化 /// </summary> /// <param name="npcId"></param> /// <param name="logic"></param> /// <param name="scene"></param> public void Init(ulong npcId, LogicSimpleData logic, SceneSimpleData scene) { mImpl.Init(this, npcId, logic, scene); }