/** 生成数据--英雄 */ public void GenerationHeros() { LegionData legionData; int itemLegionId; int itemHeroId; int itemAvatarId; string itemName; int quality = 1; int skillId; int skillLevel; int skillId2; int skillLevel2; float[] hero2BuildProps; float[] props; // 生成英雄数据UnitData foreach (WarEnterLegionData enterLegionData in enterData.legionList) { itemLegionId = enterLegionData.legionId; legionData = legionDict[itemLegionId]; foreach (WarEnterHeroData enterHeroData in enterLegionData.heroList) { itemHeroId = enterHeroData.heroId; itemAvatarId = enterHeroData.avatarId; itemName = enterHeroData.name; skillId = enterHeroData.skillId; skillLevel = enterHeroData.level; quality = enterHeroData.quality; skillId2 = 0; skillLevel2 = 0; // 获取玩家英雄属性 hero2BuildProps = new float[PropId.MAX]; hero2BuildProps = hero2BuildProps.PropAdd(enterHeroData.props); props = enterHeroData.props.PropsToInit_Float(); props[PropId.InitDefKillHero] = WarFormula.WF_Hero_DefKillHero_Player(props[PropId.InitDefKillHero]); CreateHero(itemLegionId, itemHeroId, itemAvatarId, itemName, quality, skillId, skillLevel, hero2BuildProps, props ); } } foreach (var kvp in legionDict) { legionData = kvp.Value; itemLegionId = legionData.legionId; if (legionData.type != LegionType.Neutral) { itemHeroId = 1; itemAvatarId = legionData.headAvatarId; itemName = legionData.name; skillId = War.config.roleSkillId; skillLevel = 1; skillId2 = 0; skillLevel2 = 0; // 获取玩家英雄属性 hero2BuildProps = new float[PropId.MAX]; props = new float[PropId.MAX]; CreateHero(itemLegionId, itemHeroId, itemAvatarId, itemName, quality, skillId, skillLevel, hero2BuildProps, props ); legionData.initUseSkillId = skillId; } } }