// 得到自己的队伍信息(从自己的数据池获取) void FillMyInfo(TeamMemberInfo member) { if (member == null) { throw new NullReferenceException("team member in FillMyInfo(member)"); } CObject_PlayerMySelf pMe = CObjectManager.Instance.getPlayerMySelf(); CCharacterData pMyData = pMe.GetCharacterData(); if (null == pMyData) { return; } member.m_szNick = pMyData.Get_Name(); member.m_uFamily = pMyData.Get_MenPai(); member.m_uDataID = pMyData.Get_RaceID(); member.m_uLevel = pMyData.Get_Level(); member.m_nPortrait = pMyData.Get_PortraitID(); member.m_WorldPos.m_fX = pMe.GetPosition().x; member.m_WorldPos.m_fZ = pMe.GetPosition().z; member.m_nHP = pMyData.Get_HP(); member.m_dwMaxHP = pMyData.Get_MaxHP(); member.m_nMP = pMyData.Get_MP(); member.m_dwMaxMP = pMyData.Get_MaxMP(); member.m_nAnger = 100; // 客户端没有 member.m_WeaponID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_WEAPON); member.m_CapID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_CAP); member.m_ArmourID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_ARMOR); member.m_CuffID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_CUFF); member.m_FootID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_BOOT); member.m_uBackID = pMyData.Get_Equip(HUMAN_EQUIP.HEQUIP_BACK);// [8/30/2010 Sun] member.m_bDead = (pMe.CharacterLogic_Get() == ENUM_CHARACTER_LOGIC.CHARACTER_LOGIC_DEAD); member.m_uFaceMeshID = pMyData.Get_FaceMesh(); member.m_uHairMeshID = pMyData.Get_HairMesh(); member.m_uHairColor = pMyData.Get_HairColor(); }
protected void UpdateEquip(HUMAN_EQUIP point) { CCharacterData pCharacterData = GetCharacterData(); if (pCharacterData == null) { return; } //生成一个临时的Item对象 int nID = pCharacterData.Get_Equip(point); // CObject_Item_Equip pTempEquip = null; // // if(nID != MacroDefine.INVALID_ID) // { // pTempEquip = (CObject_Item_Equip)CObject_Item.NewItem(nID); // visualID = pTempEquip.GetVisualID(); // } //因为和物品相关的代码还没有完成,暂时直接访问数据库 [1/4/2012 ZZY] DBC.COMMON_DBC <_DBC_ITEM_EQUIP_BASE> equipBaseDBC = CDataBaseSystem.Instance.GetDataBase <_DBC_ITEM_EQUIP_BASE>((int)DataBaseStruct.DBC_ITEM_EQUIP_BASE); _DBC_ITEM_EQUIP_BASE pEquip = equipBaseDBC.Search_Index_EQU(nID); //如果是装备根据装配点装备物品 bool result = false; if (/*pTempEquip != null && ITEM_CLASS.ICLASS_EQUIP == pTempEquip.GetItemClass()*/ pEquip != null && pEquip.nVisualID != MacroDefine.INVALID_ID) { if (point == HUMAN_EQUIP.HEQUIP_WEAPON) { if (m_bHideWeapon == true && mRenderInterface != null) //如果当前正隐藏武器,那么不装备武器 [2012/4/18 ZZY] { mRenderInterface.changeRightWeapon(""); mRenderInterface.changeLeftWeapon(""); SetWeaponType(ENUM_WEAPON_TYPE.WEAPON_TYPE_NONE); } else { result = EquipItem_BodyLocator(/*pTempEquip.GetItemType()*/ point, pEquip.nVisualID); SetWeaponType((ENUM_WEAPON_TYPE)pEquip.nType); } } else { result = EquipItem_BodyPart(point, pEquip.nVisualID); } } else { //卸载装备 UnEquipItem(point); } // [5/6/2011 ivan edit] if (result == false) { UnEquipItem(point); } //CObject_Item.DestroyItem(pTempEquip); }