Пример #1
0
        public override void Deserialize(System.IO.BinaryReader r)
        {
            int Version = r.ReadInt32();

            if (Version > CURRENT_VERSION)
            {
                Debug.LogError("version error");
                return;
            }

            byte[] data = PETools.Serialize.ReadBytes(r);
            if (data != null)
            {
                mCharacterName = new CharacterName();
                mCharacterName.Import(data);
            }

            mFaceIcon     = PETools.Serialize.ReadNullableString(r);
            mFaceIconBig  = PETools.Serialize.ReadNullableString(r);
            mShopIcon     = PETools.Serialize.ReadNullableString(r);
            mMissionState = (NpcMissionState)r.ReadInt32();
            mMapIcon      = r.ReadInt32();

            Invoke("RefreshState", 2f);
        }
Пример #2
0
    Texture GetMissionMark(NpcMissionState mark)
    {
        switch (mark)
        {
        case NpcMissionState.CanGet:
            return(Resources.Load("Texture2d/BillBoard/map_an_3") as Texture);

        case NpcMissionState.HasGet:
            return(Resources.Load("Texture2d/BillBoard/map_an_1") as Texture);

        case NpcMissionState.CanSubmit:
            return(Resources.Load("Texture2d/BillBoard/map_an_2") as Texture);

        case NpcMissionState.MainCanGet:
            return(Resources.Load("Texture2d/BillBoard/map_an_3_1") as Texture);

        case NpcMissionState.MainHasGet:
            return(Resources.Load("Texture2d/BillBoard/map_an_1_1") as Texture);

        case NpcMissionState.MainCanSubmit:
            return(Resources.Load("Texture2d/BillBoard/map_an_2_1") as Texture);

        default:
            return(null);
        }
    }
Пример #3
0
            public static void SetState(this PeEntity entity, NpcMissionState state)
            {
                EntityInfoCmpt info = entity.GetCmpt <EntityInfoCmpt>();

                if (info != null)
                {
                    info.SetMissionState(state);
                }
            }
Пример #4
0
        void RefreshState()
        {
            NpcMissionData missionData = mCommon.Entity.GetUserData() as NpcMissionData;

            if (missionData == null)
            {
                mMissionState = NpcMissionState.Max;
            }
            else
            {
                MissionManager.Instance.m_PlayerMission.UpdateNpcMissionTex(mCommon.Entity);
            }
        }
Пример #5
0
    void SetStateMark(NpcMissionState state)
    {
        if (null == missionMark)
        {
            Debug.LogWarning(this + "missionMark is null");
            return;
        }

        if (NpcMissionState.Max == state)
        {
            missionMark.gameObject.SetActive(false);
            return;
        }
        revivalMark.gameObject.SetActive(false);
        missionMark.gameObject.SetActive(true);
        missionMark.material.mainTexture = GetMissionMark(state);
    }
Пример #6
0
        void InitOverHead()
        {
            if (mHeadInfo == null)
            {
                return;
            }


            mAliveEntity.onHpChange += OnHpChange;
            mHeadInfo.SetTheEntity(Entity);
            mHeadInfo.InitTheentity(Entity);
            if (mCommon != null && mCommon.entityProto != null)
            {
                if (mCommon.entityProto.proto != EEntityProto.Npc && mCommon.entityProto.proto != EEntityProto.RandomNpc)
                {
                    mMissionState = NpcMissionState.Max;
                }
            }
            SyncInfo();
        }
Пример #7
0
        public void SetMissionState(NpcMissionState state)
        {
            mMissionState = state;

            SyncInfo();
        }
Пример #8
0
 public void SetState(NpcMissionState state)
 {
     missionState = state;
     SetStateMark(state);
 }