public void AddBuff(int buff_id) { Config cMagicBuff = ConfigPool.Load("MagicBuff"); Config cTriggerBuff = ConfigPool.Load("TriggerBuff"); Config cAuraBuff = ConfigPool.Load("AuraBuff"); if (cMagicBuff.ContainsKey(buff_id)) { MagicBuff buff = new MagicBuff(this.role, buff_id); this.magic_buff_map.Add(buff_id, buff); } else if (cTriggerBuff.ContainsKey(buff_id)) { TriggerBuff buff = new TriggerBuff(this.role, buff_id); this.trigger_buff_map.Add(buff_id, buff); } else if (cAuraBuff.ContainsKey(buff_id)) { AuraBuff buff = new AuraBuff(this.role, buff_id); this.aura_buff_map.Add(buff_id, buff); } else { Log.Debug(string.Format("Buff Id:{0} Not Exist", buff_id)); } }
protected override void CustomInit() { Config terrain_config = ConfigPool.Load("Terrain"); Config build_config = ConfigPool.Load("Build"); GameObject terrain_tab = Instantiate((GameObject)Resources.Load("Prefabs/UI/CustomScrollView")); foreach (KeyValuePair <object, ConfigItem> pair in terrain_config) { GameObject item = Instantiate((GameObject)Resources.Load("Prefabs/UI/CustomEditItem")); item.tag = GridTag.TERRAIN; item.GetComponent <CustomEditItem>().SetData(pair.Value); item.GetComponent <CustomEditItem>().OnClick = this.ItemClickCallBack; terrain_tab.GetComponent <CustomScrollView>().AddItem(item); } this.TabView.GetComponent <CustomTabView>().AddTab("地形", terrain_tab); GameObject build_tab = Instantiate((GameObject)Resources.Load("Prefabs/UI/CustomScrollView")); foreach (KeyValuePair <object, ConfigItem> pair in build_config) { GameObject item = Instantiate((GameObject)Resources.Load("Prefabs/UI/CustomEditItem")); item.tag = GridTag.BUILD; item.GetComponent <CustomEditItem>().SetData(pair.Value); item.GetComponent <CustomEditItem>().OnClick = this.ItemClickCallBack; build_tab.GetComponent <CustomScrollView>().AddItem(item); } this.TabView.GetComponent <CustomTabView>().AddTab("建筑", build_tab); GameObject tool_tab = Instantiate((GameObject)Resources.Load("Prefabs/UI/CustomScrollView")); this.TabView.GetComponent <CustomTabView>().AddTab("工具", tool_tab); this.TabView.GetComponent <CustomTabView>().SelectTab(1); }
public bool ChangeState(int state_code) { if (this.CurState != null) { Config cStateChange = ConfigPool.Load("StateChange"); ConfigItem cStateChangeItem = cStateChange[this.CurState.GetStateType()]; if (cStateChangeItem == null) { Log.Error(string.Format("StateChange Config Id:{0} Not Exist", this.CurState.GetStateType())); return(false); } if (cStateChangeItem["CanChange"].Contains(state_code)) { return(false); } } StateBase state = null; switch (state_code) { case StateType.IDLE: { state = new IdleState(); }; break; case StateType.RUN: { state = new RunState(); }; break; case StateType.ATTACK: { state = new AttackState(); }; break; case StateType.DIE: { state = new DieState(); }; break; default: { Log.Error(""); }; break; } if (state == null || !state.CanChange(this.role)) { return(false); } return(true); }
public static string GetStr(int str_code) { Config config = ConfigPool.Load("Lang_" + SettingManager.GetLangCodeStr()); if (config == null) { config = ConfigPool.Load("Lang_" + SettingManager.GetDefaultLangCodeStr()); } ConfigItem config_item = config[str_code]; if (config_item == null) { return(""); } return(config_item["Value"].ToString()); }
public void ChangeBuildGrid(int grid_id, int build_id, float direction) { ConfigItem data = ConfigPool.Load("Build")[build_id]; if (!this.list.ContainsKey(grid_id)) { float x, z; this.GetXZ(grid_id, out x, out z); string prefab = "Prefabs/" + data["Prefab"]; GameObject build_grid = GameObject.Instantiate((GameObject)Resources.Load(prefab)); build_grid.name = "Build_" + grid_id; build_grid.transform.position = new Vector3(x, 0, z); build_grid.transform.SetParent(this.root.transform); this.list[grid_id] = build_grid; } this.list[grid_id].GetComponent <BuildGrid>().RefreshData(grid_id, data, direction); }
public void ChangeTerrainGrid(int grid_id, int terrain_id) { ConfigItem data = ConfigPool.Load("Terrain")[terrain_id]; if (!this.list.ContainsKey(grid_id)) { float x, z; this.GetXZ(grid_id, out x, out z); string prefab = "Prefabs/" + data["Prefab"]; GameObject terrain_grid = GameObject.Instantiate((GameObject)Resources.Load(prefab)); terrain_grid.name = "Terrain_" + grid_id; terrain_grid.transform.position = new Vector3(x, 0, z); terrain_grid.transform.SetParent(this.root.transform); this.list[grid_id] = terrain_grid; } this.list[grid_id].GetComponent <TerrainGrid>().RefreshData(grid_id, data); }
static void Main(string[] args) { try { int server_id = int.Parse(args[0]); Config cServer = ConfigPool.Load("Server"); ConfigItem cServerItem = cServer[server_id]; int server_type = int.Parse(cServerItem["ServerType"].ToString()); List <int> scene_list = new List <int>(); foreach (var scene_id in cServerItem["SceneList"]) { scene_list.Add(int.Parse(scene_id.ToString())); } Server.GetInstance().Init(server_id, server_type, scene_list); if (server_type == ServerType.ROUTE) { string ip = cServerItem["IP"].ToString(); int port = int.Parse(cServerItem["Port"].ToString()); Server.GetInstance().Listen(ip, port); } else { foreach (var info in cServerItem["Connect"]) { string ip = info[0].ToString(); int port = int.Parse(info[1].ToString()); Server.GetInstance().Connect(ip, port); } } if (server_type != ServerType.ROUTE) { Server.GetInstance().RegisterToRoute(); } } catch (Exception e) { Log.Error(e.ToString()); } Thread.CurrentThread.Join(); Server.GetInstance().Release(); }
public bool AddScene(int scene_id) { Config cScene = ConfigPool.Load("Scene"); ConfigItem cSceneItem = cScene[scene_id]; if (cSceneItem == null) { Log.Error(string.Format("Scene Id:{0} Not Exist", scene_id)); return(false); } int scene_idx = this.GetSceneIdx(); Scene scene = new Scene(scene_idx, scene_id); this.scene_map[scene_idx] = scene; Log.Debug(string.Format("Scene Id:{0} Idx:{1} Create", scene_id, scene_idx)); return(true); }
private void ParseAction() { Config cSkill = ConfigPool.Load("Skill"); ConfigItem cSkillItem = cSkill[this.skill_id]; foreach (JToken value in cSkillItem["Action"]) { string str = value.ToString(); string[] str_list = str.Split(','); string action_name = str_list[1]; ActionBase action = null; switch (action_name) { case "Target": { int effect_id = int.Parse(str_list[2]); action = new TargetAction(this.role, effect_id); } break; case "Rect": { float face = Single.Parse(str_list[2]); float dis = Single.Parse(str_list[3]); int effect_id = int.Parse(str_list[4]); action = new RectAction(this.role, face, dis, effect_id); } break; case "Delay": { int time = int.Parse(str_list[2]); action = new DelayAction(this.role, time); } break; } if (action != null) { this.action_list.Add(action); } } }