public bool CalFightProp() { if (m_owner.EnType == EntityType.Monster) { int id = m_owner.ID; MonsterCsvData monster = GameMgr.Instance.m_csvMgr.mMonsterCsv.Lookup(id); if (monster == null) { Debug.LogWarning("FightProp::CalFightProp MonsterCsvData == null ID = " + id); return(false); } SetProp(PropID.MaxHP, monster.curHP); SetProp(PropID.HP, monster.curHP); SetProp(PropID.MovingSpeedScale, monster.moveSpeed); int skillID = monster.skillID; SkillCsvData skill = GameMgr.Instance.m_csvMgr.mSkillCsv.Lookup(skillID); if (skill == null) { Debug.LogWarning("FightProp::CalFightProp SkillCsvData == null ID = " + id); return(false); } SetProp(PropID.Damage, skill.Damage); } else if (m_owner.EnType == EntityType.Hero) { } return(true); }
public virtual bool Create(SkillCreateContext ctx) { m_owner = ctx.Owner; m_skillData = ctx.SkillData; m_targeUID = ctx.TargetUID; SetState(State.Fire); return(true); }
public override bool Init(Entity owner) { if (base.Init(owner) == false) { return(false); } m_skillData = GameMgr.Instance.m_csvMgr.mSkillCsv.Lookup(m_owner.SkillID); return(true); }
public bool OnSchemeLoad(ICsvReader reader) { int nRowCount = reader.GetRowCount(); m_SkillDic.Clear(); try { for (int i = 0; i < nRowCount; i++) { int j = 0; SkillCsvData data = new SkillCsvData(); reader.GetData(out data.Id, i, j++, "技能ID"); reader.GetData(out data.Name, i, j++, "技能名称"); reader.GetData(out data.Level, i, j++, "技能等级"); reader.GetData(out data.Type, i, j++, "技能类型"); reader.GetData(out data.CdTime, i, j++, "冷却时间"); reader.GetData(out data.fireEffID, i, j++, "发射效果Id"); reader.GetData(out data.hitEffID, i, j++, "受击效果Id"); reader.GetData(out data.Damage, i, j++, "秒伤"); if (m_SkillDic.ContainsKey(data.Id)) { Debug.Log("SkillCsv::OnSchemeLoad 存在相同的名称 skillID=" + data.Id); continue; } m_SkillDic.Add(data.Id, data); } } catch (Exception e) { Debug.Log("SkillCsv OnSchemeLoad Load Config error.. msg=" + e.Message); return(false); } return(true); }