private bool CheckSummonAvaliability(SummonData data, Unit unit, FieldBlock block) { //check id if (data.m_Block.m_PlayerID != m_ID) { return(false); } //check position if (!SummonManager.CheckPosition(unit, block)) { GameMessage.Instance.Display("That Spirit can't be summoned on that position."); return(false); } //check unique if (!CheckUniqueUnit(unit.m_Data)) { GameMessage.Instance.Display("There can only be one Unique Spirit on Battlefield."); return(false); } Debug.Log("Test Mark"); //check cost if (!PlayerManager.Instance.test && !SummonManager.CheckCost(unit, m_Mana)) { GameMessage.Instance.Display("You don't have enough Mana"); return(false); } return(true); }
// public bool Serialize(SummonData packet) { bool ret = true; ret &= Serialize(packet.summon, SummonData.summonNameLength); return(ret); }
// public bool Deserialize(ref SummonData element) { if (GetDataSize() == 0) { // 데이터가 설정되어 있지 않습니다. return(false); } bool ret = true; ret &= Deserialize(ref element.summon, SummonData.summonNameLength); return(ret); }
public void OnDrop(PointerEventData eventData) { //Debug.Log("Drop"); Unit u = eventData.pointerDrag.GetComponent <Unit>(); if (u == null) { return; } SummonData data = new SummonData(); data.m_Unit = u; data.m_Block = GetComponent <FieldBlock>(); m_SummonEvent.Trigger(data); }
// 소환수를 소환한다. public void notifySummonBeast(Character.BEAST_TYPE beast_type) { string beast_name = ""; do { if (this.beast != null) { break; } switch (beast_type) { case Character.BEAST_TYPE.DOG: { beast_name = "Dog"; } break; case Character.BEAST_TYPE.NEKO: { beast_name = "Neko"; } break; } if (beast_name == "") { break; } // 소환수 출현 알림. if (m_network != null) { SummonData data = new SummonData(); data.summon = beast_name; SummonPacket packet = new SummonPacket(data); int serverNode = m_network.GetServerNode(); m_network.SendReliable <SummonData>(serverNode, packet); Debug.Log("[CLIENT] send summon beast:" + beast_name); } } while(false); }
void InvokeCenterRightContextMenuItem(object _index) { int index = (int)_index; if (m_Skills.ContainsKey(m_SelectSkillIndex)) { //描绘技能信息 Skill draw_skill = m_Skills[m_SelectSkillIndex]; switch (index) { case 0: { for (int i = 0; i < m_SelectList.Count; i++) { TimeEventSkillSummon summon_event = new TimeEventSkillSummon(); SummonData summon_data = new SummonData(new Prop()); //添加默认属性 GameCenter.Instance.DataManager.skillSummonDB.AddDefault(summon_data.prop); //设置飞行物owner summon_data.owner = m_SelectSkillIndex; summon_data.prop.SetValue(PropertiesKey.SUMMON_OWNER, m_SelectSkillIndex.ToString()); //设置飞行物id summon_data.id = GameCenter.Instance.DataManager.skillSummonDB.MaxID(summon_data) + 1; summon_data.prop.SetValue(PropertiesKey.SUMMON_ID, summon_data.id.ToString()); //添加进入数据库 GameCenter.Instance.DataManager.skillSummonDB.Add(summon_data); summon_event.summon_id = (int)summon_data.id; summon_event.time = m_SelectList[i] * m_CellTime + 0.5f * m_CellTime; //summon_event.time = (float)m_SelectList[i] / (float)m_CountPreSec; //添加事件关键帧 draw_skill.AddTimeEvent(summon_event); } break; } case 1: { break; } } } }
// 소환수 출현 정보 수신 함수. // 소환수는 PartyControl 클래스에서 관리하게 되었으므로. // 이쪽으로 이동. public void OnReceiveSummonPacket(int node, PacketId id, byte[] data) { SummonPacket packet = new SummonPacket(data); SummonData summon = packet.GetPacket(); string log = "[CLIENT] Receive summon packet: " + summon.summon; Debug.Log(log); if (this.beast != null) { // 이미 나타났므로 수신 패킷은 무시. Debug.Log("[CLIENT] Beast is already summoned."); return; } // 소환수 출현. this.summonBeast(summon.summon); }
public override void Execute() { var summonLv = (int)evt.data; var summonTable = SummonTableData.CreateFromJson(); characterTable = CharacterTableData.CreateFromJson(); summonData = summonTable.GetSummonDataByLv(summonLv); if (userInfoModel.money >= summonData.consume) { // 扣除需要的钱 userInfoModel.money -= summonData.consume; RecruitHero(); userInfoService.SaveUserInfo(userInfoModel); dispatcher.Dispatch(CommandEvent.GetMoney); } else { Debug.Log("钱不够"); } }
protected override void DrawElement(Rect rect, IList list, int index) { SummonData valueData = list[index] as SummonData; Rect fieldRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight); valueData.SummonID = EditorGUI.IntField(fieldRect, "SummonID", valueData.SummonID); fieldRect.y += fieldRect.height; valueData.MaxCount = EditorGUI.IntField(fieldRect, "MaxCount", valueData.MaxCount); fieldRect.y += fieldRect.height; valueData.LifeTime = EditorGUI.FloatField(fieldRect, "LifeTime", valueData.LifeTime); fieldRect.y += fieldRect.height; valueData.IsDeadWithSummoner = EditorGUI.Toggle(fieldRect, "IsDeadWithSummoner", valueData.IsDeadWithSummoner); fieldRect.y += fieldRect.height; valueData.IsFllowTarget = EditorGUI.Toggle(fieldRect, "IsFllowTarget", valueData.IsFllowTarget); fieldRect.y += fieldRect.height; EditorGUI.LabelField(fieldRect, "OffsetPosition"); fieldRect.y += fieldRect.height; EditorGUIUtil.BeginLabelWidth(30); { Rect itemRect = fieldRect; itemRect.x += 12; itemRect.width = (itemRect.width - 12) * 0.33f; valueData.OffsetPosition.X = EditorGUI.FloatField(itemRect, "x", valueData.OffsetPosition.X); itemRect.x += itemRect.width; valueData.OffsetPosition.Y = EditorGUI.FloatField(itemRect, "y", valueData.OffsetPosition.Y); itemRect.x += itemRect.width; valueData.OffsetPosition.Z = EditorGUI.FloatField(itemRect, "z", valueData.OffsetPosition.Z); } EditorGUIUtil.EndLableWidth(); fieldRect.y += fieldRect.height; valueData.PositionType = (SummonEntityPositionType)EditorGUI.EnumPopup(fieldRect, "PositionType", valueData.PositionType); if (valueData.PositionType != SummonEntityPositionType.None) { fieldRect.y += fieldRect.height; valueData.MinDistance = EditorGUI.FloatField(fieldRect, "NegativeDistance", valueData.MinDistance); fieldRect.y += fieldRect.height; valueData.MaxDistance = EditorGUI.FloatField(fieldRect, "PositiveDistance", valueData.MaxDistance); } }
protected virtual void TrySummon(GameEventData eventData) { SummonData data = eventData.CastDataType <SummonData>(); if (data == null) { return; } Unit unit = data.m_Unit; FieldBlock block = data.m_Block; if (!CheckSummonAvaliability(data, unit, block)) { return; } int cost = unit.m_Data.GetStat(UnitStatsProperty.Cost); m_Mana.Cost(cost); SummonManager.Summon(unit, block); }
public void refresh(string fielpath) { if (fielpath.Length != 0) { //WWW www = new WWW(fielpath); //yield return www; //MemoryStream ms = new MemoryStream(www.bytes); TextAsset txt = Resources.Load(fielpath) as TextAsset; MemoryStream ms = new MemoryStream(txt.bytes); StructArry pbi = Serializer.DeserializeWithLengthPrefix <StructArry>(ms, PrefixStyle.None); Type type = pbi.GetType(); string strname = type.Name; switch (strname) { case "MsgAttackData": MsgAttackData struct1 = pbi as MsgAttackData; DataPool = struct1.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { AttackData dt = DataPool[i] as AttackData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgAwakeningSkill": MsgAwakeningSkill struct2 = pbi as MsgAwakeningSkill; DataPool = struct2.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { AwakeningSkill dt = DataPool[i] as AwakeningSkill; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgAwakeningSkillLevel": MsgAwakeningSkillLevel struct3 = pbi as MsgAwakeningSkillLevel; DataPool = struct3.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { AwakeningSkillLevel dt = DataPool[i] as AwakeningSkillLevel; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgElementFactor": MsgElementFactor struct4 = pbi as MsgElementFactor; DataPool = struct4.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { ElementFactor dt = DataPool[i] as ElementFactor; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgBuffData": MsgBuffData struct5 = pbi as MsgBuffData; DataPool = struct5.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { BuffData dt = DataPool[i] as BuffData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgCombinationData": MsgCombinationData struct6 = pbi as MsgCombinationData; DataPool = struct6.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { CombinationData dt = DataPool[i] as CombinationData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgConstData": MsgConstData struct7 = pbi as MsgConstData; DataPool = struct7.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { ConstData dt = DataPool[i] as ConstData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgCurrency": MsgCurrency struct8 = pbi as MsgCurrency; DataPool = struct8.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { Currency dt = DataPool[i] as Currency; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgDungeon": MsgDungeon struct9 = pbi as MsgDungeon; DataPool = struct9.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { Dungeon dt = DataPool[i] as Dungeon; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgEnemyData": MsgEnemyData struct10 = pbi as MsgEnemyData; DataPool = struct10.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { EnemyData dt = DataPool[i] as EnemyData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgEvaluateBonus": MsgEvaluateBonus struct11 = pbi as MsgEvaluateBonus; DataPool = struct11.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { EvaluateBonus dt = DataPool[i] as EvaluateBonus; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgFieldEffect": MsgFieldEffect struct12 = pbi as MsgFieldEffect; DataPool = struct12.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { FieldEffect dt = DataPool[i] as FieldEffect; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgHeroData": MsgHeroData struct13 = pbi as MsgHeroData; DataPool = struct13.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { HeroData dt = DataPool[i] as HeroData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgHeroLvData": MsgHeroLvData struct14 = pbi as MsgHeroLvData; DataPool = struct14.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { HeroLvData dt = DataPool[i] as HeroLvData; DataStore.Add((int)dt.level, DataPool[i]); } break; case "MsgHeroEvolution": MsgHeroEvolution struct15 = pbi as MsgHeroEvolution; DataPool = struct15.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { HeroEvolution dt = DataPool[i] as HeroEvolution; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgPotentialData": MsgPotentialData struct16 = pbi as MsgPotentialData; DataPool = struct16.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { PotentialData dt = DataPool[i] as PotentialData; DataStore.Add((int)dt.element, DataPool[i]); } break; case "MsgItemData": MsgItemData struct17 = pbi as MsgItemData; DataPool = struct17.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { ItemData dt = DataPool[i] as ItemData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgLeaderSkill": MsgLeaderSkill struct18 = pbi as MsgLeaderSkill; DataPool = struct18.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { LeaderSkill dt = DataPool[i] as LeaderSkill; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgMonsterData": MsgMonsterData struct19 = pbi as MsgMonsterData; DataPool = struct19.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { MonsterData dt = DataPool[i] as MonsterData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgMonsterSkill": MsgMonsterSkill struct20 = pbi as MsgMonsterSkill; DataPool = struct20.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { MonsterSkill dt = DataPool[i] as MonsterSkill; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgNormalSkill": MsgNormalSkill struct21 = pbi as MsgNormalSkill; DataPool = struct21.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { NormalSkill dt = DataPool[i] as NormalSkill; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgNormalSkillLvUp": MsgNormalSkillLvUp struct22 = pbi as MsgNormalSkillLvUp; DataPool = struct22.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { NormalSkillLvUp dt = DataPool[i] as NormalSkillLvUp; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgRoleData": MsgRoleData struct23 = pbi as MsgRoleData; DataPool = struct23.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RoleData dt = DataPool[i] as RoleData; DataStore.Add((int)dt.level, DataPool[i]); } break; case "MsgRuneData": MsgRuneData struct24 = pbi as MsgRuneData; DataPool = struct24.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RuneData dt = DataPool[i] as RuneData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgRuneSet": MsgRuneSet struct25 = pbi as MsgRuneSet; DataPool = struct25.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RuneSet dt = DataPool[i] as RuneSet; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgRuneEnhance": MsgRuneEnhance struct26 = pbi as MsgRuneEnhance; DataPool = struct26.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RuneEnhance dt = DataPool[i] as RuneEnhance; DataStore.Add((int)dt.level, DataPool[i]); } break; case "MsgRuneSynchro": MsgRuneSynchro struct27 = pbi as MsgRuneSynchro; DataPool = struct27.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RuneSynchro dt = DataPool[i] as RuneSynchro; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgSpecialSkill": MsgSpecialSkill struct28 = pbi as MsgSpecialSkill; DataPool = struct28.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SpecialSkill dt = DataPool[i] as SpecialSkill; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgSpecialSkillLvUp": MsgSpecialSkillLvUp struct29 = pbi as MsgSpecialSkillLvUp; DataPool = struct29.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SpecialSkillLvUp dt = DataPool[i] as SpecialSkillLvUp; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgDecisionFactor": MsgDecisionFactor struct30 = pbi as MsgDecisionFactor; DataPool = struct30.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { DecisionFactor dt = DataPool[i] as DecisionFactor; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgTaskData": MsgTaskData struct31 = pbi as MsgTaskData; DataPool = struct31.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { TaskData dt = DataPool[i] as TaskData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgHeroText": MsgHeroText struct32 = pbi as MsgHeroText; DataPool = struct32.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { HeroText dt = DataPool[i] as HeroText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgDungeonText": MsgDungeonText struct33 = pbi as MsgDungeonText; DataPool = struct33.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { DungeonText dt = DataPool[i] as DungeonText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgMonsterText": MsgMonsterText struct34 = pbi as MsgMonsterText; DataPool = struct34.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { MonsterText dt = DataPool[i] as MonsterText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgFieldText": MsgFieldText struct35 = pbi as MsgFieldText; DataPool = struct35.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { FieldText dt = DataPool[i] as FieldText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgCombinationText": MsgCombinationText struct36 = pbi as MsgCombinationText; DataPool = struct36.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { CombinationText dt = DataPool[i] as CombinationText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgSkillText": MsgSkillText struct37 = pbi as MsgSkillText; DataPool = struct37.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SkillText dt = DataPool[i] as SkillText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgCurrencyText": MsgCurrencyText struct38 = pbi as MsgCurrencyText; DataPool = struct38.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { CurrencyText dt = DataPool[i] as CurrencyText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgBuffText": MsgBuffText struct39 = pbi as MsgBuffText; DataPool = struct39.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { BuffText dt = DataPool[i] as BuffText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgItemText": MsgItemText struct40 = pbi as MsgItemText; DataPool = struct40.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { ItemText dt = DataPool[i] as ItemText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgRuneText": MsgRuneText struct41 = pbi as MsgRuneText; DataPool = struct41.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { RuneText dt = DataPool[i] as RuneText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgTaskText": MsgTaskText struct42 = pbi as MsgTaskText; DataPool = struct42.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { TaskText dt = DataPool[i] as TaskText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgWorldData": MsgWorldData struct43 = pbi as MsgWorldData; DataPool = struct43.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { WorldData dt = DataPool[i] as WorldData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgAirRaidData": MsgAirRaidData struct44 = pbi as MsgAirRaidData; DataPool = struct44.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { AirRaidData dt = DataPool[i] as AirRaidData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgTalentData": MsgTalentData struct45 = pbi as MsgTalentData; DataPool = struct45.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { TalentData dt = DataPool[i] as TalentData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgSummonData": MsgSummonData struct46 = pbi as MsgSummonData; DataPool = struct46.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SummonData dt = DataPool[i] as SummonData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgSummonPrize": MsgSummonPrize struct47 = pbi as MsgSummonPrize; DataPool = struct47.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SummonPrize dt = DataPool[i] as SummonPrize; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgStarWeight": MsgStarWeight struct48 = pbi as MsgStarWeight; DataPool = struct48.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { StarWeight dt = DataPool[i] as StarWeight; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgSpecialEffect": MsgSpecialEffect struct49 = pbi as MsgSpecialEffect; DataPool = struct49.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { SpecialEffect dt = DataPool[i] as SpecialEffect; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgFlyingEffect": MsgFlyingEffect struct50 = pbi as MsgFlyingEffect; DataPool = struct50.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { FlyingEffect dt = DataPool[i] as FlyingEffect; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgDistanceFactor": MsgDistanceFactor struct51 = pbi as MsgDistanceFactor; DataPool = struct51.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { DistanceFactor dt = DataPool[i] as DistanceFactor; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgEvaluateData": MsgEvaluateData struct52 = pbi as MsgEvaluateData; DataPool = struct52.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { EvaluateData dt = DataPool[i] as EvaluateData; DataStore.Add((int)dt.id, DataPool[i]); } break; case "MsgPromptText": MsgPromptText struct53 = pbi as MsgPromptText; DataPool = struct53.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { PromptText dt = DataPool[i] as PromptText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; case "MsgStoryText": MsgStoryText struct54 = pbi as MsgStoryText; DataPool = struct54.struct_data as List <Struct>; for (int i = 0; i < DataPool.Count; i++) { StoryText dt = DataPool[i] as StoryText; Util.TextDic.Add(Util.GetConfigString(dt.name), Util.GetConfigString(dt.textDes)); } break; } } }
public SummonWall(WeaponData weaponData, Player player) : base(weaponData, player, Type.Move) { data = (SummonData)weaponData; }
// 소환수를 소환한다. public void notifySummonBeast(Character.BEAST_TYPE beast_type) { string beast_name = ""; do { if(this.beast != null) { break; } switch(beast_type) { case Character.BEAST_TYPE.DOG: { beast_name = "Dog"; } break; case Character.BEAST_TYPE.NEKO: { beast_name = "Neko"; } break; } if(beast_name == "") { break; } // 소환수 출현 알림. if (m_network != null) { SummonData data = new SummonData(); data.summon = beast_name; SummonPacket packet = new SummonPacket(data); int serverNode = m_network.GetServerNode(); m_network.SendReliable<SummonData>(serverNode, packet); Debug.Log("[CLIENT] send summon beast:" + beast_name); } } while(false); }