/// <summary> /// 数据的初始化 /// </summary> /// <param name="go">Go.</param> /// <param name="num">Number.</param> /// <param name="id">Identifier.</param> /// <param name="camp">Camp.</param> void DynamicDataInit(ServerNPC curHero, NPCConfigData econfig, CAMP camp) { /// /// 填充阵营 /// curHero.Camp = camp; /// /// 填充NPC数据 /// NPCData dynamicData = new NPCData(); dynamicData.rtData = new NPCRuntimeData(econfig); dynamicData.configData = econfig; dynamicData.btData = new NPCBattleData(); curHero.data = dynamicData; /// /// 向WarManager注册 /// serNpcMgr.SignID(curHero); WarServerManager warMgr = WarServerManager.Instance; /// /// 填充技能数据 /// RtNpcSkillModel skMd = new RtNpcSkillModel(econfig.ID, curHero.UniqueID); ServerLifeNpc life = curHero as ServerLifeNpc; if (life != null) { life.runSkMd = skMd; } /// /// 填充默认的buff /// for (short i = 0; i < Consts.MAX_SKILL_COUNT; ++i) { RtSkData sk = skMd.getRuntimeSkill(i); if (sk != null) { int passive = sk.skillCfg.PassiveBuff; if (passive > 0) { BuffCtorParam ctor = new BuffCtorParam() { bufNum = passive, fromNpcId = curHero.UniqueID, toNpcId = curHero.UniqueID, origin = OriginOfBuff.BornWithSkill, initLayer = 1, duration = Consts.USE_BUFF_CONFIG_DURATION, }; warMgr.bufMgr.createBuff(ctor); } } } }
public void OnLevelWasLoaded(int level) { //根据WarInfo来决定加载服务器端模块和客户端模块 if (Application.loadedLevelName == SceneName.BattleScene) { //创建出来战斗的客户端控制层 GameObject goCli = GameObject.FindGameObjectWithTag("WarClient"); WarClientManager warCliMgr = goCli.GetComponentInChildren <WarClientManager>(); warCliMgr.realCli = Client; warCliMgr.Init(); if (warInfo.Side == WarSide.ServerAndClient) { //创建出来战斗的服务器控制层 GameObject goSer = GameObject.FindGameObjectWithTag("WarServer"); GameObject goSerMgr = new GameObject("WarMgr"); UnityUtils.AddChild_Reverse(goSerMgr, goSer); WarServerManager warSerMgr = goSerMgr.AddComponent <WarServerManager>(); warSerMgr.realServer = Server; } } }