public void CheckProps() { if (props == null || props.Length == 0) { props = WarTestData.GetSoliderProps(); } }
/** 生成数据--士兵 */ public void GenerationSoliders() { // 创建士兵UnitData foreach (KeyValuePair <int, StageLegionConfig> kvp in stageConfig.legionDict) { StageLegionConfig legionConfig = kvp.Value; UnitData unitData = new UnitData(); unitData.unitType = UnitType.Solider; unitData.legionId = legionConfig.legionId; unitData.avatarId = 30101; LegionData legionData = legionDict[legionConfig.legionId]; // 电脑士兵属性 if (!HasEnterLegionData(unitData.legionId)) { Prop[] soliderModuleProps = WarTestData.GetSoliderProps(); float[] props = soliderModuleProps.PropsToInit_Float(); props[PropId.HpAdd] = props[PropId.InitHp] = props[PropId.InitMaxHp]; legionData.soliderInitProp = props; // Debug.Log("Comupter soldierMonsterId= " + legionConfig.soldierMonsterId + " " + props.ToStrProp()); } // 玩家士兵属性 else { float[] props = GetSoliderProps(legionConfig.legionId).PropsToInit_Float(); props[PropId.HpAdd] = props[PropId.InitHp] = props[PropId.InitMaxHp]; legionData.soliderInitProp = props; unitData.level = GetSoliderLevel(unitData.legionId); unitData.avatarId = GetSoliderAvatarId(unitData.legionId); // Debug.Log("soliderProps=" + props.ToStrProp()); } // 把“士兵数据”保存到“势力数据"里 legionData.soliderData = unitData; // Debug.Log(string.Format("<color=green>legionId={0}</color>", legionConfig.legionId)); // 复制士兵斩将率到势力数据 legionData.legionInitProp[PropId.InitKillHero] = WarFormula.WF_Legion_KillHero(legionData.soliderInitProp[PropId.InitKillHero]); // Debug.Log(string.Format("<color=green>legionId={0}, legionData.legionInitProp[PropId.InitKillHero]={1}</color>", legionConfig.legionId, legionData.legionInitProp[PropId.InitKillHero])); } }