/// <summary> 初始化 </summary> /// <param name="roleType">角色类型</param> /// <param name="roleInfo">角色信息</param> /// <param name="ai">AI</param> public void Init(RoleType roleType, RoleInfoBase roleInfo, IRoleAI ai) { CurrRoleType = roleType; CurrRoleInfo = roleInfo; CurrRoleAI = ai; if (CharacterController != null) { CharacterController.enabled = true; } if (CurrRoleType == RoleType.MainPlayer) { ToIdle(); if (GlobalInit.Instance.PlayerInfo != null) { Attack.PhyAttackInfoList = SkillDBModel.Instance.GetPhyAttakInfoList(GlobalInit.Instance.PlayerInfo.JobId); Attack.SkillAttackInfoList = SkillDBModel.Instance.GetSkillAttakInfoList(GlobalInit.Instance.PlayerInfo.JobId); } } else if (CurrRoleType == RoleType.Monster) { ToIdle(RoleIdleState.IdleFight); Attack.PhyAttackInfoList = MonsterDBModel.Instance.GetPhyAttakInfoList(((RoleInfoMonster)CurrRoleInfo).MonsterEntity.Id); Attack.SkillAttackInfoList = MonsterDBModel.Instance.GetSkillAttakInfoList(((RoleInfoMonster)CurrRoleInfo).MonsterEntity.Id); } }
/// <summary> /// ½ÇÉ«¿ØÖÆÆ÷³õʼ»¯ /// </summary> /// <param name="roleType"></param> /// <param name="roleInfo"></param> /// <param name="ai"></param> public void Init(RoleType roleType, RoleInfoBase roleInfo, IRoleAI ai) { CurRoleType = roleType; CurRoleInfo = roleInfo; CurRoleAI = ai; if (CurCharacterController == null) { CurCharacterController = GetComponent <CharacterController>(); } CurCharacterController.enabled = true; isInit = true; }
/// <summary> /// 角色控制器初始化 /// </summary> /// <param name="roleType"></param> /// <param name="roleInfo"></param> /// <param name="ai"></param> public void Init(RoleType roleType, RoleInfoBase roleInfo, IRoleAI ai) { CurRoleType = roleType; CurRoleInfo = roleInfo; CurRoleAI = ai; m_IsInit = true; StateMachine = new RoleStateMachine(this.gameObject, true); RoleStateAbstract[] states = GetComponents <RoleStateAbstract>(); for (int i = 0; i < states.Length; i++) { StateMachine.AddState(states[i]); } Attack = new RoleAttack(this); m_Hurt = new RoleHurt(StateMachine, this); m_Hurt.OnHurt = OnHurt; ToIdle(); m_RoleOperationsStatus = new StateMachine <RoleOperationsStatus>(this.gameObject, true, CurRoleInfo.RoleId + ":" + "RoleOperationsStatus"); StateMachineDispatcher.Instance.AddEventListen(CurRoleInfo.RoleId + ":" + "RoleOperationsStatus", OnRoleOperationsStatusCallBack); m_RoleOperationsStatus.ChangeState(RoleOperationsStatus.NoOperations); //初始化血条 InitRoleHeadBar(); }
/// <summary> /// 初始化 /// </summary> /// <param name="roleType">角色类型</param> /// <param name="roleInfo">角色信息</param> /// <param name="ai">AI</param> public void Init(RoleType roleType, RoleInfoBase roleInfo, IRoleAI ai) { CurrRoleType = roleType; CurrRoleInfo = roleInfo; CurrRoleAI = ai; }
public void Initialize(RoleType roleType, IRoleAI ai = null) { m_AI = ai; RoleType = roleType; }
/// <summary> /// 初始化 /// </summary> /// <param name="roleType">角色类型</param> /// <param name="roleinfo">角色信息</param> /// <param name="roleAi">角色AI</param> public void Init(RoleType roleType, RoleInfoBase roleinfo, IRoleAI roleAi) { CurrRoleType = roleType; CurrRoleInfo = roleinfo; RoleAI = roleAi; }
/// <summary> /// 这个角色刚载入到场景中时,需要初始化如下参数:roleType,roleInfo,AI /// </summary> public void Init(RoleType roleType, RoleInfoBase roleInfo, IRoleAI AI) { currentRoleType = roleType; currentRoleInfo = roleInfo; currentPlayerAI = AI; }
/// <summary> /// 角色控制器初始化 /// </summary> /// <param name="roleType"></param> /// <param name="roleInfo"></param> /// <param name="ai"></param> public void Init(IRoleAI ai, int hp) { CurRoleAI = ai; m_Hp = hp; }