void makeUpData(WarCamp camp) { if (camp == WarCamp.FirstCamp || camp == WarCamp.SecondCamp) { List <RoomCharactor> chalist = null; bool exist = allCharactors.TryGetValue(camp, out chalist); if (exist) { foreach (RoomCharactor charactor in chalist) { if (charactor.team is WrapperTeam) { continue; } WrapperTeam wTeam = new WrapperTeam() { dataTeam = new List <NPCData>(), }; foreach (RoomNpc npc in charactor.team.team) { NPCConfigData config = Model.get(npc.NpcNum); NPCData data = new NPCData() { configData = config, rtData = new NPCRuntimeData(config), }; wTeam.dataTeam.Add(data); } wTeam.team = charactor.team.team; charactor.team = wTeam; } } } }
/// <summary> /// 释放技能效果 /// </summary> /// <param name="src">效果发起者</param> /// <param name="skTarget">技能选择的目标</param> /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param> /// <param name="skDirectHurt">是否是技能的直接伤害</param> /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param> public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container) { #if DEBUG Utils.Assert(cfg == null, "Effect Configure is null in SwitchNpcEffect."); #endif int SwitchToId = cfg.Param1; UVec3 Locale = src.transform.position; NPCAIType AI = (NPCAIType)Enum.ToObject(typeof(NPCAIType), cfg.Param2); //数据源 CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param3); int chargeOf = cfg.Param4; float duration = cfg.Param5 * Consts.OneThousand; //参数10,是否继承普通攻击 bool inheritNorAtk = cfg.Param10 == 0; NPCConfigData npcCfg = null; NPCRuntimeData npcRt = null; //获取参数配置 NPCModel model = Core.Data.getIModelConfig <NPCModel>(); switch (datasrc) { case CtorNpcSource.NPC_Castor_Init: npcCfg = src.data.configData.ShallowCopy(); break; case CtorNpcSource.NPC_Castro_Cur: npcCfg = src.data.configData.ShallowCopy(); npcRt = src.data.rtData.ShallowCopy(); break; case CtorNpcSource.NPC_Table: npcCfg = model.get(SwitchToId); Utils.Assert(npcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId); break; } if (inheritNorAtk == false) { NPCConfigData swtNpcCfg = model.get(SwitchToId); Utils.Assert(swtNpcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId); npcCfg.ID = SwitchToId; npcCfg.normalHit = swtNpcCfg.normalHit; } npcRt = npcRt ?? new NPCRuntimeData(npcCfg); //额外的属性修改 NPCAttributeModel AttModel = Core.Data.getIModelConfig <NPCAttributeModel>(); AttrbuteConfig att1 = AttModel.get(cfg.Param6); AttrbuteConfig att2 = AttModel.get(cfg.Param8); //参数 float param1 = cfg.Param7 * Consts.OneThousand; float param2 = cfg.Param9 * Consts.OneThousand; //修正属性的值 if (att1 != null) { if (att1.type == "int") { npcRt.addIntegerValue(att1.note, param1); } else if (att1.type == "float") { npcRt.addFloatValue(att1.note, param1); } } if (att2 != null) { if (att2.type == "int") { npcRt.addIntegerValue(att2.note, param2); } else if (att2.type == "float") { npcRt.addFloatValue(att2.note, param2); } } //Buff的列表 int[] BuffIds = cfg.Param11; /// /// 统计信息 /// WarSrcAnimParam SrcParam = new WarSrcAnimParam() { OP = EffectOp.SwitchNpc, ShootAction = skCfg.ShootAction, ShootEventTime = skCfg.ShootEventTime, ShootTime = skCfg.ShootTime, described = new SelfDescribed() { src = src.UniqueID, target = src.UniqueID, act = Verb.Creature, srcEnd = new EndResult { param1 = SwitchToId, param2 = (int)AI, param3 = chargeOf, param8 = duration, }, targetEnd = null, }, SkillId = skCfg.ID, OringinOP = EffectOp.SwitchNpc, }; SrcParam.described.srcEnd.obj = ctorToShowcase(npcRt, npcCfg, BuffIds, Locale); container.Add(SrcParam); }
/// <summary> /// 释放技能效果 /// </summary> /// <param name="src">效果发起者</param> /// <param name="skTarget">技能选择的目标, 无意义</param> /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param> /// <param name="skDirectHurt">是否是技能的直接伤害, 这个没有伤害</param> /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param> public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container) { #if DEBUG Utils.Assert(skCfg == null, "Skill Configure is null in BulletNpcEffect routine."); #endif WarSrcAnimParam SrcParam = new WarSrcAnimParam() { OP = EffectOp.CtorNPC, ShootAction = skCfg.ShootAction, ShootTime = skCfg.ShootTime, ShootEventTime = skCfg.ShootEventTime, }; int CtorNpcId = cfg.Param1; float LifeTime = cfg.Param2 * Consts.OneThousand; CtorNpcPos pos = (CtorNpcPos)Enum.ToObject(typeof(CtorNpcPos), cfg.Param3); //碰撞 bool Collide = cfg.Param4 == 1; int AI_ID = cfg.Param5; int param_1 = cfg.Param8; int param_2 = cfg.Param10; //会有的Buff int[] BuffIDList = cfg.Param11; //数据源 CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param6); //数据源的修正 CtorNpcAttri attr_1 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param7); CtorNpcAttri attr_2 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param9); /// /// 获取数据源 /// NPCData data = new NPCData(); NPCConfigData cfgD = null; NPCRuntimeData rtD = null; if (datasrc == CtorNpcSource.NPC_Table) { NPCModel model = Core.Data.getIModelConfig <NPCModel>(); cfgD = model.get(CtorNpcId); Utils.Assert(cfgD == null, "Can't find NPC configure. NPC ID = " + CtorNpcId); } else if (datasrc == CtorNpcSource.NPC_Castro_Cur) { cfgD = src.data.configData; rtD = src.data.rtData.ShallowCopy(); } else if (datasrc == CtorNpcSource.NPC_Castor_Init) { cfgD = src.data.configData; } rtD = rtD ?? new NPCRuntimeData(cfgD); List <String> changed_1 = attr_1.SwitchTo(); List <String> changed_2 = attr_2.SwitchTo(); int cnt = changed_1.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_1[i], (Int32Fog)param_1); } } cnt = changed_2.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_2[i], (Int32Fog)param_2); } } data.configData = cfgD; data.rtData = rtD; /// /// 获取目标位置 /// List <UVec3> TargetVec3 = new List <UVec3>(); if (pos == CtorNpcPos.Castor_Forward) { TargetVec3.Add(src.transform.forward); } else if (pos == CtorNpcPos.Target) { foreach (ServerNPC t in target) { TargetVec3.Add(t.transform.position); } } else if (pos == CtorNpcPos.Castor_Surround) { TargetVec3.Add(src.transform.position); } /// /// ------ 获取统计信息 ------ /// SelfDescribed des = new SelfDescribed() { src = src.UniqueID, target = src.UniqueID, act = Verb.Creature, srcEnd = new EndResult { param1 = CtorNpcId, param2 = AI_ID, param8 = LifeTime, }, targetEnd = null, }; des.srcEnd.obj = ctorToShowcase(Collide, data, BuffIDList, TargetVec3, src); SrcParam.SkillId = skCfg.ID; SrcParam.described = des; container.Add(SrcParam); }
public ServerNPC Load(int num, CAMP camp, GameObject WarPoint) { if (NpcModel == null) { NpcModel = Core.Data.getIModelConfig <NPCModel>(); } NPCConfigData configData = NpcModel.get(num); #if DEBUG Utils.Assert(configData == null, "Virtual Npc load can't find npc configure. NPC id = " + num); #endif if (cached == null) { string path = SPath.Combine(ResourceSetting.PACKROOT, NPC); path = SPath.Combine(path, VIRTUAL); cached = URes.Load(path); } GameObject go = GameObject.Instantiate(cached) as GameObject; UnityUtils.AddChild_Reverse(go, WarPoint); if (configData.type == LifeNPCType.Build) { go.layer = LayerMask.NameToLayer(Consts.LAYER_BUILD); } else { go.layer = LayerMask.NameToLayer(Consts.LAYER_NPC); } ServerNPC npc = null; if (configData.healthpoint > 0) { npc = go.AddComponent <ServerLifeNpc>(); } else { npc = go.AddComponent <ServerNPC>(); } //如果是可以移动的,添加寻路脚本 if (configData.moveable == Moveable.Movable) { Seeker seek = go.AddComponent <Seeker>(); seek.drawGizmos = false; AIPath pathFinding = go.AddComponent <AIPath>(); pathFinding.speed = configData.speed; pathFinding.slowdownDistance = 0.0f; pathFinding.pickNextWaypointDist = 2; pathFinding.forwardLook = 1f; FunnelModifier modifer = go.AddComponent <FunnelModifier>(); modifer.Priority = 2; CharacterController box = go.AddComponent <CharacterController>(); box.radius = configData.radius; box.height = 2; if (box.radius >= box.height) { box.center = Vector3.up * box.radius; } else { box.center = Vector3.up * box.height / 2; } } else if (configData.radius > 0) { CapsuleCollider cap = go.AddComponent <CapsuleCollider>(); cap.radius = configData.radius; cap.height = 2; if (cap.radius >= cap.height) { cap.center = Vector3.up * cap.radius; } else { cap.center = Vector3.up * cap.height / 2; } NavmeshCut cut = go.AddComponent <NavmeshCut>(); cut.type = NavmeshCut.MeshType.Circle; cut.circleRadius = configData.radius; cut.height = 10; cut.center = Vector3.up * 5; } DynamicDataInit(npc, configData, camp); go.name = "NPC_" + configData.ID + "_" + npc.UniqueID; return(npc); }
/// /// 先尝试从ObjLoader里面取,如果不存在则再去WeakObjLoader取 /// /// 但是如果是自己队伍里NPC则必须使用ObjLoader去创建 /// public ClientNPC Load(int num, int id, CAMP camp, GameObject WarPoint) { if (NpcModel == null) { NpcModel = Core.Data.getIModelConfig <NPCModel>(); } NPCConfigData configData = NpcModel.get(num); if (configData == null) { ConsoleEx.DebugWarning("not find npc config data :: " + num); return(null); } string path = Path.Combine(ResourceSetting.PACKROOT, NPC); path = Path.Combine(path, configData.model.ToString()); //TODO: 是自己队伍里NPC则必须使用ObjLoader去创建 bool cached = ObjLoader.hitCache(path); Object obj = null; if (cached) { obj = ObjLoader.Load(path); } else { obj = WeakObjLoader.Load(path); } if (obj == null) { ConsoleEx.DebugWarning(configData.model + " not find models. Npc Num = " + num); return(null); } GameObject go = GameObject.Instantiate(obj) as GameObject; UnityUtils.AddChild_Reverse(go, WarPoint); /// /// 数据的初始化过程 /// DynamicDataInit(go, num, camp, id); ClientNPC npc = go.GetComponent <ClientNPC> (); if (npc != null) { go.name = "NPC_" + npc.data.configData.ID + "_" + npc.UniqueID; if (!string.IsNullOrEmpty(configData.controlScript)) { ClientNpcAnimState animState = go.AddComponent(configData.controlScript) as ClientNpcAnimState; npc.animState = animState; animState.CachedNpc = npc; animState.AttackCount = configData.normalHit.Length; npc.broadcast = animState.OnNewStateReceived; } cliNpcMgr.CreateNpcUI(npc); } return(npc); }