public static void SetBattleInfor(CBattleInfor battleInfor, GC_BATTLEINFOR gcBattleInfor) { battleInfor.sceneId = gcBattleInfor.SceneId; battleInfor.objList.Clear(); for (int i = 0; i < gcBattleInfor.objListCount; i++) { CObjInfor objInfor = new CObjInfor(); SetObjInfor(objInfor, gcBattleInfor.objListList[i]); battleInfor.objList.Add(objInfor); } battleInfor.camp = gcBattleInfor.Camp; battleInfor.currentState = gcBattleInfor.CurrentState; }
public static void SetObjInfor(CObjInfor objInfor, GC_OBJINFOR gcObjInfor) { objInfor.id = gcObjInfor.Id; objInfor.unitDataId = gcObjInfor.UnitDataId; objInfor.skilldataid.Clear(); for (int i = 0; i < gcObjInfor.skilldataidCount; i++) { objInfor.skilldataid.Add(gcObjInfor.skilldataidList[i]); } objInfor.camp = gcObjInfor.Camp; objInfor.unitcount = gcObjInfor.Unitcount; objInfor.hp = gcObjInfor.Hp; objInfor.maxhp = gcObjInfor.Maxhp; objInfor.attack = gcObjInfor.Attack; objInfor.defence = gcObjInfor.Defence; objInfor.sp = gcObjInfor.Sp; objInfor.level = gcObjInfor.Level; objInfor.posx = gcObjInfor.Posx; objInfor.posz = gcObjInfor.Posz; objInfor.arrangeindex = gcObjInfor.Arrangeindex; }
public void SetSquadInfor(CObjInfor tObjInfor) { mID = tObjInfor.id; mSquadCamp = (SquadCamp)tObjInfor.camp; mUnitCount = tObjInfor.unitcount; mHP = tObjInfor.hp; mHPMax = tObjInfor.maxhp; mSquadAttack = tObjInfor.attack; mSquadDefence = tObjInfor.defence; mSp = tObjInfor.sp; mlevel = tObjInfor.level; mBornPosionX = tObjInfor.posx; mBornPosionZ = tObjInfor.posz; mSquadTemplateID = tObjInfor.unitDataId; mBornPosionIndex = tObjInfor.arrangeindex; Tab_RoleBaseAttr tRoleBaseAttr = TableManager.GetRoleBaseAttrByID(tObjInfor.unitDataId)[0]; mUnitTemplateID = tRoleBaseAttr.UnitDataID; mSkillIDList = tObjInfor.skilldataid; Tab_SkillEx tSkillEx = TableManager.GetSkillExByID(mSkillIDList[0])[0]; SkillTemplateID = tSkillEx.SkillDataID; }