/// <summary> /// 获取所有实例 /// </summary> /// <returns>所有实例</returns> public static BulletConfigConfig[] GetValues() { int count = dictionary.Values.Count; BulletConfigConfig[] values = new BulletConfigConfig[count]; dictionary.Values.CopyTo(values, 0); return(values); }
public static void Deserialize(SerializableSet set) { for (int i = 0, l = set.AudioConfigs.Length; i < l; i++) { AudioConfigConfig.GetDictionary().Add(set.AudioConfigs[i].tempId, set.AudioConfigs[i]); } for (int i = 0, l = set.BulletConfigs.Length; i < l; i++) { BulletConfigConfig.GetDictionary().Add(set.BulletConfigs[i].tempId, set.BulletConfigs[i]); } for (int i = 0, l = set.EffectConfigs.Length; i < l; i++) { EffectConfigConfig.GetDictionary().Add(set.EffectConfigs[i].tempId, set.EffectConfigs[i]); } for (int i = 0, l = set.FuncMenuConfigs.Length; i < l; i++) { FuncMenuConfigConfig.GetDictionary().Add(set.FuncMenuConfigs[i].tempId, set.FuncMenuConfigs[i]); } for (int i = 0, l = set.ItemConfigs.Length; i < l; i++) { ItemConfigConfig.GetDictionary().Add(set.ItemConfigs[i].tempId, set.ItemConfigs[i]); } for (int i = 0, l = set.LevelDesigns.Length; i < l; i++) { LevelDesignConfig.GetDictionary().Add(set.LevelDesigns[i].levelName, set.LevelDesigns[i]); } for (int i = 0, l = set.ModelConfigs.Length; i < l; i++) { ModelConfigConfig.GetDictionary().Add(set.ModelConfigs[i].tempId, set.ModelConfigs[i]); } for (int i = 0, l = set.SkillConfigs.Length; i < l; i++) { SkillConfigConfig.GetDictionary().Add(set.SkillConfigs[i].tempId, set.SkillConfigs[i]); } for (int i = 0, l = set.SupplyConfigs.Length; i < l; i++) { SupplyConfigConfig.GetDictionary().Add(set.SupplyConfigs[i].tempId, set.SupplyConfigs[i]); } for (int i = 0, l = set.WorkingDataConfigs.Length; i < l; i++) { WorkingDataConfigConfig.GetDictionary().Add(set.WorkingDataConfigs[i].tempId, set.WorkingDataConfigs[i]); } }
public static void createBullet(EntityDynamicActor agent, int bulletId) { BulletInfo info = new BulletInfo(); BulletConfigConfig dt = BulletConfigConfig.Get(bulletId); if (dt == null) { return; } info.dyAgent = agent; info.lifeTime = dt.bulletLife; info.bulletSpeed = (float)dt.bulletSpeed; info.atkType = (ATK_Type)dt.atkType; info.bulletType = (BulletType)dt.bulletType; info.hitDis = (float)dt.atkDistance; string[] strs = dt.bulletSize.Split(','); info.boxSize = new Vector3(float.Parse(strs[0]), float.Parse(strs[0]), float.Parse(strs[0])); GameObject go = new GameObject(info.dyAgent.Name + " --> bullet"); BaseBullet BB = go.AddComponent(getBulletByType(info.bulletType)) as BaseBullet; BB.setBulletInfo(info); }