/// <summary> /// 增加一个role在这个用户下 /// </summary> /// <param name="type"></param> /// <param name="style"></param> /// <param name="name"></param> /// <returns></returns> public RoleInfo AddRole(CommonDefine.RoleType type) { RoleInfo roleInfo = RoleFactory.CreateRoleInfo(type); roleInfo = InsertRoleInfoIntoDB(roleInfo); AddRoleIntoUserInfo(roleInfo); return(roleInfo); }
/// <summary> /// 创建一个新的角色给这个用户,放入DB /// </summary> /// <param name="type">6001</param> /// <param name="style">1</param> /// <param name="name">zzz</param> /// <param name="usedSkill">"1:3:4"</param> /// <returns></returns> public RoleInfo AddRoleIntoDB(CommonDefine.RoleType type) { if (m_currentUser == null) { GetCurrentUserInfo(); } return(m_currentUser.AddRole(type)); }
public Enemy Generator(CommonDefine.RoleType roleType, int pos) { Enemy ret = null; RoleInfo info = RoleFactory.CreateRoleInfo(roleType); if (info != null) { ret = RoleManager.Instance.CreateEnemy(info, pos); } return(ret); }
public void InitRoleInfo(RoleInfo roleInfo) { m_heroId = roleInfo.id; m_roleInfo = roleInfo; m_roleData = RoleData.GetRoleDataByID((int)roleInfo.type); m_roleType = roleInfo.type; m_input = new RoleInput(this); m_input.Level = roleInfo.Level; //TODO:should calc by level m_input.HP = m_roleData.hp; m_input.Agility = m_roleData.agility; InitialAbilities(); m_overlayItemModel = new OverlayItemModel(); InitStates(); }
public int AddRole(int id, CommonDefine.RoleType type, CommonDefine.RoleStyle style, int level, string name, int skill1, int skill2, int skill3, int skill4, int skill5, int skill6, int skill7, string usedSkill) { object sqReader = db.InsertIntoSpecific("Role", new string[] { "type", "style", "level", "name", "skill1", "skill2", "skill3", "skill4", "skill5", "skill6", "skill7", "usedSkill" }, new string[] { ((int)type).ToString(), ((int)style).ToString(), level.ToString(), name, skill1.ToString(), skill2.ToString(), skill3.ToString(), skill4.ToString(), skill5.ToString(), skill6.ToString(), skill7.ToString(), usedSkill }); id = -1; if (sqReader != null) { id = Convert.ToInt32(sqReader.ToString()); } return(id); }
public static GameObject CreateRoleObject(CommonDefine.RoleType roleType, CommonDefine.RoleStyle roleStyle) { string tmp = string.Empty; if (roleType > CommonDefine.RoleType.Hero && roleType < CommonDefine.RoleType.Enemy) { tmp = HeroPath; } else if (roleType > CommonDefine.RoleType.Enemy) { tmp = EnemyPath; } GameObject obj = ResMgr.Instance.LoadAssetFromResource(tmp + CommonDefine.RoleNameDic[roleType]) as GameObject; GameObject roleObj = GameObject.Instantiate(obj); return(roleObj); }
public static RoleInfo CreateRoleInfo(CommonDefine.RoleType roleType) { RoleInfo info = new RoleInfo(); RoleData roleData = RoleData.GetRoleDataByID((int)roleType); info.type = roleType; info.style = (CommonDefine.RoleStyle)roleData.style; info.Name = roleData.name; info.Level = 1; info.id = Guid.NewGuid().GetHashCode(); info.Skills = SkillGenerator.CreateDefaultSkills(roleType); int[] levels = ProjectHelper.InitSkillLevel(info.Skills); info.UpdateSkill1(levels[0]); info.UpdateSkill2(levels[1]); info.UpdateSkill3(levels[2]); info.UpdateSkill4(levels[3]); info.UpdateSkill5(levels[4]); info.UpdateSkill6(levels[5]); info.UpdateSkill7(levels[6]); return(info); }
public static List <int> GetAvailableSkills(CommonDefine.RoleType roleType, int pos) { List <int> ret = new List <int>(); RoleData role = RoleData.GetRoleDataByID((int)roleType); Debug.logger.Log("pos " + pos); List <int> poses = SkillData.GetSkillDataByID(role.skill1).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill1 " + role.skill1); ret.Add(role.skill1); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill2).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill2 " + role.skill2); ret.Add(role.skill2); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill3).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill3 " + role.skill3); ret.Add(role.skill3); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill4).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill4 " + role.skill4); ret.Add(role.skill4); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill5).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill5 " + role.skill5); ret.Add(role.skill5); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill6).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill6 " + role.skill6); ret.Add(role.skill6); } poses.Clear(); poses = SkillData.GetSkillDataByID(role.skill7).positions; if (poses.Contains(pos)) { Debug.logger.Log("role.skill7 " + role.skill7); ret.Add(role.skill7); } return(ret); }
public static string CreateDefaultSkills(CommonDefine.RoleType roleType) { List <RandomObject> objs = new List <RandomObject>(); RoleData role = RoleData.GetRoleDataByID((int)roleType); RandomObject ro1 = new RandomObject(); ro1.ItemId = role.skill1; ro1.Weight = SkillData.GetSkillDataByID(role.skill1).weight; objs.Add(ro1); RandomObject ro2 = new RandomObject(); ro2.ItemId = role.skill2; ro2.Weight = SkillData.GetSkillDataByID(role.skill2).weight; objs.Add(ro2); RandomObject ro3 = new RandomObject(); ro3.ItemId = role.skill3; ro3.Weight = SkillData.GetSkillDataByID(role.skill3).weight; objs.Add(ro3); RandomObject ro4 = new RandomObject(); ro4.ItemId = role.skill4; ro4.Weight = SkillData.GetSkillDataByID(role.skill4).weight; objs.Add(ro4); RandomObject ro5 = new RandomObject(); ro5.ItemId = role.skill5; ro5.Weight = SkillData.GetSkillDataByID(role.skill5).weight; objs.Add(ro5); RandomObject ro6 = new RandomObject(); ro6.ItemId = role.skill6; ro6.Weight = SkillData.GetSkillDataByID(role.skill6).weight; objs.Add(ro6); RandomObject ro7 = new RandomObject(); ro7.ItemId = role.skill7; ro7.Weight = SkillData.GetSkillDataByID(role.skill7).weight; objs.Add(ro7); List <RandomObject> retObjs = ProjectHelper.GetRandomList <RandomObject>(objs, 4); if (retObjs == null) { Debug.logger.LogError("DungeonPoint", "random objet occurs error"); } string ret = string.Empty; foreach (RandomObject obj in retObjs) { if (!string.IsNullOrEmpty(ret)) { ret += ":"; } ret += (obj.ItemId % (int)roleType).ToString(); } return(ret); }