/** 重新加载配置 */ private void reloadConfig() { long now = Ctrl.getTimer(); BaseC.config.loadSyncForEditorAll(); long now2 = Ctrl.getTimer(); Ctrl.print("editor加载配置All完成,耗时:", now2 - now); int i = 0; _sceneList = new SList <SceneConfig>(); _sceneListStrs = new string[SceneConfig.getDic().size()]; SceneConfig.getDic().getSortedKeyList().forEach(k => { SceneConfig config = SceneConfig.get(k); _sceneList.add(config); _sceneListStrs[i++] = config.id + ":" + config.name; }); i = 0; _monsterList = new SList <MonsterConfig>(); _monsterListStrs = new string[MonsterConfig.getDic().size()]; MonsterConfig.getDic().getSortedKeyList().forEach(k => { MonsterConfig config = MonsterConfig.get(k); _monsterList.add(config); _monsterListStrs[i++] = config.id + ":" + config.name; }); i = 0; _operationList = new SList <OperationConfig>(); _operationListStrs = new string[OperationConfig.getDic().size()]; OperationConfig.getDic().getSortedKeyList().forEach(k => { OperationConfig config = OperationConfig.get(k); _operationList.add(config); _operationListStrs[i++] = config.id + ":" + config.name; }); }
private void makeElementModel(SceneElementEditorData data) { switch (data.config.type) { case SceneElementType.Npc: { } break; case SceneElementType.Monster: { MonsterConfig monsterConfig = MonsterConfig.get(data.config.id); data.gameObject = createModel(FightUnitConfig.get(monsterConfig.fightUnitID).modelID, data); } break; case SceneElementType.Operation: { OperationConfig operationConfig = OperationConfig.get(data.config.id); data.gameObject = createModel(operationConfig.modelID, data); } break; case SceneElementType.FieldItem: { ItemConfig itemConfig = ItemConfig.get(data.config.id); data.gameObject = createModel(itemConfig.fieldItemModelID, data); } break; } setPosToGameObject(data); }