public OtherPlayerData(st.net.NetBase.scene_model _info) { serverInstanceID = (int)_info.id; name = _info.name; prof = (int)_info.prof; startPosX = _info.x; startPosY = _info.y; startPosZ = _info.z; dir = (int)_info.dir; camp = (int)_info.camp; equipTypeList.Clear(); for (int i = 0; i < _info.equip_list.Count; i++) { equipTypeList.Add((int)_info.equip_list[i]); } }
// public OtherPlayerInfo(SceneAnimActionRef _refData) // { // if (_refData == null || _refData.values.Count < 4) // { // GameSys.LogError("参数个数错误,构造玩家信息失败!"); // return; // } // serverData = new OtherPlayerData(); // serverData.serverInstanceID = _refData.targetInstanceID; // serverData.prof = _refData.targetConfigID; // serverData.startPosX = (int)(_refData.values[0] / 2.0f); // serverData.startPosZ = (int)(_refData.values[1] / 2.0f); // serverData.dir = _refData.values[2]; // serverData.camp = _refData.values[3]; // if (_refData.texts.Count > 0) // { // serverData.name = _refData.texts[0]; // } // isActor = true; // ProcessServerData(serverData); // } /// <summary> /// 构造 by吴江 /// </summary> /// <param name="_actorData"></param> public OtherPlayerInfo(st.net.NetBase.scene_model _info) { serverData = new OtherPlayerData(_info); List <int> defaultEquipList = RefData.defaultEquipList; foreach (var item in defaultEquipList) { EquipmentInfo eq = new EquipmentInfo(item, EquipmentBelongTo.EQUIP); if (defaultDictionary.ContainsKey(eq.Slot)) { GameSys.LogError(ConfigMng.Instance.GetUItext(213)); } defaultDictionary[eq.Slot] = eq; } ProcessServerData(serverData); }