예제 #1
0
        public override void Init()
        {
            base.Init();
            this.talentSystem = new TalentSystem();
            this.talentSystem.Init(this.actorPtr);
            this.stSkillStat = new CSkillStat();
            if (this.stSkillStat == null)
            {
                return;
            }
            this.stSkillStat.Initialize(this.actorPtr);
            this.InitRandomSkill();
            this.InitPassiveSkill();
            IGameActorDataProvider actorDataProvider = Singleton <ActorDataCenter> .get_instance().GetActorDataProvider(GameActorDataProviderType.StaticBattleDataProvider);

            IGameActorDataProvider actorDataProvider2 = Singleton <ActorDataCenter> .get_instance().GetActorDataProvider(GameActorDataProviderType.ServerDataProvider);

            ActorStaticSkillData actorStaticSkillData = default(ActorStaticSkillData);

            this.ornamentFirstSwitchCdEftTime = Singleton <BattleLogic> .GetInstance().GetCurLvelContext().m_ornamentFirstSwitchCdEftTime;

            int i = 0;

            while (i < 8)
            {
                if (i != 6)
                {
                    goto IL_EB;
                }
                SLevelContext curLvelContext = Singleton <BattleLogic> .GetInstance().GetCurLvelContext();

                if (curLvelContext.IsGameTypeGuide())
                {
                    if (CBattleGuideManager.Is5v5GuideLevel(curLvelContext.m_mapID))
                    {
                        goto IL_EB;
                    }
                }
                else if (curLvelContext.IsMobaModeWithOutGuide() && curLvelContext.m_pvpPlayerNum == 10)
                {
                    goto IL_EB;
                }
IL_267:
                i++;
                continue;
IL_EB:
                if (i == 7)
                {
                    SLevelContext curLvelContext2 = Singleton <BattleLogic> .GetInstance().GetCurLvelContext();

                    if (!curLvelContext2.m_bEnableOrnamentSlot || curLvelContext2.m_ornamentSkillId <= 0)
                    {
                        goto IL_267;
                    }
                }
                if ((i == 4 || i == 6 || i == 7) && this.actor.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
                {
                    SLevelContext curLvelContext3 = Singleton <BattleLogic> .get_instance().GetCurLvelContext();

                    if (curLvelContext3 != null)
                    {
                        int mapID = curLvelContext3.m_mapID;
                        if (mapID > 0)
                        {
                            int num = curLvelContext3.m_extraSkillId;
                            if (i == 6)
                            {
                                num = curLvelContext3.m_extraSkill2Id;
                                if (num <= 0)
                                {
                                    goto IL_267;
                                }
                            }
                            else if (i == 7)
                            {
                                num = curLvelContext3.m_ornamentSkillId;
                            }
                            else
                            {
                                this.CreateTalent(curLvelContext3.m_extraPassiveSkillId);
                            }
                            this.InitSkillSlot(i, num, 0);
                            SkillSlot skillSlot = this.SkillSlotArray[i];
                            if (skillSlot != null)
                            {
                                skillSlot.SetSkillLevel(1);
                            }
                        }
                    }
                    goto IL_267;
                }
                if (!actorDataProvider.GetActorStaticSkillData(ref this.actor.TheActorMeta, (ActorSkillSlot)i, ref actorStaticSkillData))
                {
                    goto IL_267;
                }
                this.InitSkillSlot(i, actorStaticSkillData.SkillId, actorStaticSkillData.PassiveSkillId);
                if (i <= 3 && i >= 1 && Singleton <BattleLogic> .GetInstance().m_LevelContext.IsSoulGrow() && this.actor.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
                {
                    goto IL_267;
                }
                SkillSlot skillSlot2 = this.SkillSlotArray[i];
                if (skillSlot2 == null)
                {
                    goto IL_267;
                }
                skillSlot2.SetSkillLevel(1);
                goto IL_267;
            }
            uint num2 = 0u;

            if (actorDataProvider2.GetActorServerCommonSkillData(ref this.actor.TheActorMeta, out num2))
            {
                int num3 = 5;
                if (num2 != 0u)
                {
                    this.InitSkillSlot(num3, (int)num2, 0);
                    SkillSlot skillSlot3 = this.SkillSlotArray[num3];
                    if (skillSlot3 != null)
                    {
                        skillSlot3.SetSkillLevel(1);
                    }
                }
            }
            if (this.actor.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
            {
                this.SkillUseCache = new SkillCache();
            }
        }
예제 #2
0
    public void AddPreloadActor(ref List <ActorPreloadTab> list, ref ActorMeta actorMeta, float spawnCnt, int ownerSkinID = 0)
    {
        ActorStaticData        inStaticData      = default(ActorStaticData);
        IGameActorDataProvider actorDataProvider = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.StaticBattleDataProvider);

        actorDataProvider.GetActorStaticData(ref actorMeta, ref inStaticData);
        ActorServerData        actorServerData    = default(ActorServerData);
        IGameActorDataProvider actorDataProvider2 = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.ServerDataProvider);

        actorDataProvider2.GetActorServerData(ref actorMeta, ref actorServerData);
        CActorInfo actorInfo = CActorInfo.GetActorInfo(inStaticData.TheResInfo.ResPath, enResourceType.BattleScene);

        if (actorInfo == null)
        {
            return;
        }
        for (int i = 0; i < list.get_Count(); i++)
        {
            ActorPreloadTab actorPreloadTab = list.get_Item(i);
            if (actorPreloadTab.theActor.ActorType == actorMeta.ActorType && actorPreloadTab.theActor.ConfigId == actorMeta.ConfigId)
            {
                if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero || actorMeta.ActorType == ActorTypeDef.Actor_Type_Call)
                {
                    int actorMarkID = this.GetActorMarkID(actorMeta);
                    if (actorMarkID != actorPreloadTab.MarkID)
                    {
                        goto IL_13B;
                    }
                    uint skillID = 0u;
                    if (actorDataProvider2.GetActorServerCommonSkillData(ref actorMeta, out skillID))
                    {
                        this.AnalyseSkill(ref actorPreloadTab, (int)skillID);
                    }
                }
                else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Monster && spawnCnt > 0f)
                {
                    actorPreloadTab.spawnCnt += spawnCnt;
                    list.set_Item(i, actorPreloadTab);
                }
                LoaderHelper.retCnt++;
                return;
            }
            IL_13B :;
        }
        ActorPreloadTab actorPreloadTab2 = new ActorPreloadTab();

        actorPreloadTab2.theActor = actorMeta;
        actorPreloadTab2.modelPrefab.assetPath    = actorInfo.GetArtPrefabName((ownerSkinID != 0) ? ownerSkinID : ((int)actorServerData.SkinId), -1);
        actorPreloadTab2.modelPrefab.nInstantiate = 1;
        actorPreloadTab2.spawnCnt   = spawnCnt;
        actorPreloadTab2.MarkID     = this.GetActorMarkID(actorMeta);
        actorPreloadTab2.ageActions = new List <AssetLoadBase>();
        actorPreloadTab2.parPrefabs = new List <AssetLoadBase>();
        actorPreloadTab2.mesPrefabs = new List <AssetLoadBase>();
        if (actorServerData.SkinId != 0u)
        {
            actorInfo.PreLoadAdvanceSkin(actorPreloadTab2.mesPrefabs, actorServerData.SkinId, -1);
        }
        actorPreloadTab2.spritePrefabs = new List <AssetLoadBase>();
        actorPreloadTab2.soundBanks    = new List <AssetLoadBase>();
        actorPreloadTab2.behaviorXml   = new List <AssetLoadBase>();
        ActorStaticSkillData actorStaticSkillData = default(ActorStaticSkillData);

        for (int j = 0; j < 8; j++)
        {
            actorDataProvider.GetActorStaticSkillData(ref actorMeta, (ActorSkillSlot)j, ref actorStaticSkillData);
            this.AnalyseSkill(ref actorPreloadTab2, actorStaticSkillData.SkillId);
            this.AnalysePassiveSkill(ref actorPreloadTab2, actorStaticSkillData.PassiveSkillId);
        }
        if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero || actorMeta.ActorType == ActorTypeDef.Actor_Type_Call)
        {
            int skillID2;
            int skillID3;
            int skillID4;
            int passiveSkillID;
            this.GetMapSkills(out skillID2, out skillID3, out skillID4, out passiveSkillID);
            this.AnalyseSkill(ref actorPreloadTab2, skillID2);
            this.AnalyseSkill(ref actorPreloadTab2, skillID3);
            this.AnalyseSkill(ref actorPreloadTab2, skillID4);
            this.AnalysePassiveSkill(ref actorPreloadTab2, passiveSkillID);
            uint skillID5 = 0u;
            if (actorDataProvider2.GetActorServerCommonSkillData(ref actorMeta, out skillID5))
            {
                this.AnalyseSkill(ref actorPreloadTab2, (int)skillID5);
            }
            this.AnalyseHeroBornAndReviveAge(ref actorPreloadTab2, actorMeta.ConfigId);
            ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey((uint)actorMeta.ConfigId);
            if (dataByKey != null)
            {
                this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey.iPassiveID1);
                this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey.iPassiveID2);
            }
        }
        else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Monster)
        {
            ActorStaticData        actorStaticData    = default(ActorStaticData);
            IGameActorDataProvider actorDataProvider3 = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.StaticBattleDataProvider);

            actorDataProvider3.GetActorStaticData(ref actorMeta, ref actorStaticData);
            int randomPassiveSkillRule = actorStaticData.TheBaseAttribute.RandomPassiveSkillRule;
            if (randomPassiveSkillRule > 0 && !this.randomSkillCheckerSet.ContainsKey(randomPassiveSkillRule))
            {
                this.randomSkillCheckerSet.Add(randomPassiveSkillRule, true);
                ResRandomSkillPassiveRule dataByKey2 = GameDataMgr.randomSkillPassiveDatabin.GetDataByKey((long)randomPassiveSkillRule);
                if (dataByKey2.astRandomSkillPassiveID1 != null && dataByKey2.astRandomSkillPassiveID1.Length > 0)
                {
                    for (int k = 0; k < dataByKey2.astRandomSkillPassiveID1.Length; k++)
                    {
                        this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey2.astRandomSkillPassiveID1[k].iParam);
                    }
                }
                if (dataByKey2.astRandomSkillPassiveID2 != null && dataByKey2.astRandomSkillPassiveID2.Length > 0)
                {
                    for (int l = 0; l < dataByKey2.astRandomSkillPassiveID2.Length; l++)
                    {
                        this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey2.astRandomSkillPassiveID2[l].iParam);
                    }
                }
            }
            ResMonsterCfgInfo dataCfgInfoByCurLevelDiff = MonsterDataHelper.GetDataCfgInfoByCurLevelDiff(actorMeta.ConfigId);
            if (dataCfgInfoByCurLevelDiff != null && dataCfgInfoByCurLevelDiff.iBufDropID != 0 && dataCfgInfoByCurLevelDiff.iBufDropRate > 0)
            {
                ShenFuSystem.PreLoadShenfuResource(dataCfgInfoByCurLevelDiff.iBufDropID, ref actorPreloadTab2, this);
            }
            if (actorStaticData.TheMonsterOnlyInfo.SoldierType == 8 && dataCfgInfoByCurLevelDiff != null)
            {
                ListView <Assets.Scripts.GameLogic.SoldierWave> listView = new ListView <Assets.Scripts.GameLogic.SoldierWave>();
                int iKillByCamp1ChangeSoldierWave = dataCfgInfoByCurLevelDiff.iKillByCamp1ChangeSoldierWave;
                int iKillByCamp2ChangeSoldierWave = dataCfgInfoByCurLevelDiff.iKillByCamp2ChangeSoldierWave;
                listView.AddRange(SoldierRegion.GetWavesForPreLoad(iKillByCamp1ChangeSoldierWave));
                listView.AddRange(SoldierRegion.GetWavesForPreLoad(iKillByCamp2ChangeSoldierWave));
                for (int m = 0; m < listView.Count; m++)
                {
                    Assets.Scripts.GameLogic.SoldierWave soldierWave = listView[m];
                    if (soldierWave != null && soldierWave.WaveInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo.Length > 0)
                    {
                        for (int n = 0; n < soldierWave.WaveInfo.astNormalSoldierInfo.Length; n++)
                        {
                            ResSoldierTypeInfo resSoldierTypeInfo = soldierWave.WaveInfo.astNormalSoldierInfo[n];
                            if (resSoldierTypeInfo.dwSoldierID == 0u)
                            {
                                break;
                            }
                            ActorMeta actorMeta2 = default(ActorMeta);
                            ActorMeta actorMeta3 = actorMeta2;
                            actorMeta3.ActorType = ActorTypeDef.Actor_Type_Monster;
                            actorMeta3.ConfigId  = (int)resSoldierTypeInfo.dwSoldierID;
                            actorMeta2           = actorMeta3;
                            this.AddPreloadActor(ref list, ref actorMeta2, resSoldierTypeInfo.dwSoldierNum * 2f, 0);
                        }
                    }
                }
            }
        }
        if (!string.IsNullOrEmpty(actorInfo.deadAgePath))
        {
            actorPreloadTab2.ageActions.Add(new AssetLoadBase
            {
                assetPath = actorInfo.deadAgePath
            });
        }
        if (!string.IsNullOrEmpty(actorInfo.BtResourcePath) && !this.behaviorXmlSet.ContainsKey(actorInfo.BtResourcePath))
        {
            actorPreloadTab2.behaviorXml.Add(new AssetLoadBase
            {
                assetPath = actorInfo.BtResourcePath
            });
            this.behaviorXmlSet.Add(actorInfo.BtResourcePath, true);
        }
        actorPreloadTab2.soundBanks = new List <AssetLoadBase>();
        this.AnalyseSoundBanks(ref actorPreloadTab2, ref actorInfo, ref actorServerData);
        list.Add(actorPreloadTab2);
        if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
        {
            this.CheckCallMonsterSkill(actorInfo, ref list, ref actorMeta, (int)actorServerData.SkinId);
        }
        else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Organ)
        {
            this.CheckOrganSoldierWave(ref list, ref actorMeta, inStaticData);
        }
    }