コード例 #1
0
    public static List <string> BuildPlayerSimplePreloadAssets(PRoleSummary info, List <string> assets = null)
    {
        if (assets == null)
        {
            assets = new List <string>();
        }

        // Player model
        var model = ConfigManager.Get <CreatureInfo>(info.proto);

        if (model)
        {
            assets.Add(model.models[0]);
        }

        var w = WeaponInfo.GetWeapon(0, info.fashion.weapon);

        // Player weapons
        BuildWeaponSimplePreloadAssets(info.proto, info.gender, w.weaponID, w.weaponItemId, assets);

        // Equipments
        assets.AddRange(CharacterEquip.GetEquipAssets(info.fashion));

        if (info.pet == null || info.pet.itemId == 0)
        {
            return(assets);
        }

        var rPet = PetInfo.Create(info.pet);

        BuildPetSimplePreloadAssets(rPet, assets, 2);

        return(assets);
    }
コード例 #2
0
 void _Packet(ScDropRole p)
 {
     moduleGlobal.UnLockUI();
     if (p.result == 0)
     {
         var index = roleList.FindIndex(r => r.roleId == operatorRole);
         if (index != -1)
         {
             var arr = new PRoleSummary[roleList.Length - 1];
             var m   = 0;
             for (var i = 0; i < roleList.Length; i++)
             {
                 if (i != index)
                 {
                     arr[m++] = roleList[i];
                 }
                 else
                 {
                     roleList[i].Destroy();
                 }
             }
             roleList = arr;
             DispatchEvent(RoleListChangeEvent);
         }
     }
     DispatchModuleEvent(Response_DeleteRole, p);
 }
コード例 #3
0
    public CreatureInfo BuildPlayerInfo(PRoleSummary rRole)
    {
        var info = ConfigManager.Get <CreatureInfo>(rRole.proto);

        if (!info)
        {
            Logger.LogError("Module_Player::BuildPlayerInfo: Build CreatureInfo from PMatchInfo failed, could not find proto template config: {0}", rRole.proto);
            return(null);
        }

        info = info.Clone <CreatureInfo>();

        var w  = WeaponInfo.GetWeapon(0, rRole.fashion.weapon);
        var ww = WeaponInfo.GetWeapon(0, rRole.fashion.gun);

        if (w.isEmpty)
        {
            Logger.LogError("Creature::BuildPlayerInfo: MatchInfo has invalid weapon item:<b>[{0}]</b>", rRole.fashion.weapon);
        }

        if (ww.isEmpty)
        {
            Logger.LogError("Creature::BuildPlayerInfo: MatchInfo has invalid off weapon item:<b>[{0}]</b>", rRole.fashion.gun);
        }

        info.weaponID        = w.weaponID;
        info.offWeaponID     = ww.weaponID;
        info.weaponItemID    = rRole.fashion.weapon;
        info.offWeaponItemID = rRole.fashion.gun;

        return(info);
    }
コード例 #4
0
        public static void Bind(Transform rRoot, PRoleSummary rRole, UnityAction rOnDeleteClick)
        {
            var profession = rRoot.GetComponent <Transform>("profession");

            AtlasHelper.SetShared(profession, $"proicon_0{rRole.proto}");

            Util.SetText(rRoot.GetComponent <Text>("name"), rRole.name);
            Util.SetText(rRoot.GetComponent <Text>("level"), $"Lv.{rRole.level}");
            Util.SetText(rRoot.GetComponent <Text>("raidValue"), ConfigText.GetDefalutString(204, 36) + rRole.power);

            rRoot.GetComponent <Button>("delete_btn")?.onClick.AddListener(rOnDeleteClick);
        }
コード例 #5
0
 public void OnCreateRoleSuccess(PRoleSummary role)
 {
     Array.Resize(ref roleList, RoleCount + 1);
     roleList[RoleCount - 1] = role;
     DispatchEvent(RoleListChangeEvent);
 }
コード例 #6
0
ファイル: Level_role.cs プロジェクト: NoeCalmness/CoreFrame
    private void CreateRole(PRoleSummary rRole, RoleEntry rEntry)
    {
        if (rEntry?.root == null || rRole == null)
        {
            return;
        }
        rEntry.materialList.Clear();

        //没有时装数据的角色不创建模型。避免报错
        if (rRole.fashion.weapon == 0)
        {
            return;
        }
        Vector3 pos = Vector3.zero, rot = Vector3.zero;
        var     info = ConfigManager.Get <ShowCreatureInfo>(20001 + rEntry.index);
        var     d    = info?.GetDataByIndex(rRole.proto);

        if (d != null && d.data?.Length > 0)
        {
            pos = d.data[0].pos;
            rot = d.data[0].rotation;
        }
        var assets = new List <string>();

        Level.PrepareAssets(Module_Battle.BuildPlayerSimplePreloadAssets(rRole, assets), b =>
        {
            rEntry.creature = Creature.Create(modulePlayer.BuildPlayerInfo(rRole), rEntry.root.position + pos, rot, true, rRole.name, rRole.name, false);
            rEntry.creature.transform.SetParent(rEntry.root);
            rEntry.creature.localRotation = Quaternion.Euler(rot);
            rEntry.creature.roleId        = rRole.roleId;

            CharacterEquip.ChangeCloth(rEntry.creature, rRole.fashion);

            var renderers = rEntry.creature.gameObject.GetComponentsInChildren <Renderer>();
            foreach (var r in renderers)
            {
                rEntry.materialList.AddRange(r.materials);
            }

            //暂时不显示宠物了

            /*if (rRole.pet == null || rRole.pet.itemId == 0)
             *  return;
             *
             * var rPet = PetInfo.Create(rRole.pet);
             * var rGradeInfo = rPet.UpGradeInfo;
             * var show = ConfigManager.Get<ShowCreatureInfo>(rPet.ID);
             * if (show == null)
             * {
             *  Logger.LogError("没有配置config_showCreatureInfo表。宠物ID = {0}, 没有出生位置信息。宠物模型创建失败", rPet.ID);
             *  return;
             * }
             * var showData = show.GetDataByIndex(0);
             * var data = showData.data.GetValue<ShowCreatureInfo.SizeAndPos>(0);
             * rEntry.pet = moduleHome.CreatePet(rGradeInfo, data.pos + rEntry.creature.position, data.rotation, rEntry.root, true,
             *  Module_Home.TEAM_PET_OBJECT_NAME);
             * rEntry.pet.transform.localScale *= data.size;
             * rEntry.pet.transform.localEulerAngles = data.rotation;
             *
             * renderers = rEntry.pet.gameObject.GetComponentsInChildren<Renderer>();
             * foreach (var r in renderers)
             *  rEntry.materialList.AddRange(r.materials);*/
        });
    }