Пример #1
0
 private void AddActionsFromSoldierRegions(DictionaryView <string, Action> actions)
 {
     SoldierRegion[] array = Object.FindObjectsOfType <SoldierRegion>();
     if (array == null || array.Length == 0)
     {
         return;
     }
     for (int i = 0; i < array.Length; i++)
     {
         SoldierRegion soldierRegion = array[i];
         if (soldierRegion != null && soldierRegion.Waves != null && soldierRegion.Waves.Count > 0)
         {
             for (int j = 0; j < soldierRegion.Waves.Count; j++)
             {
                 SoldierWave soldierWave = soldierRegion.Waves[j];
                 if (soldierWave != null && soldierWave.WaveInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo.Length > 0)
                 {
                     for (int k = 0; k < soldierWave.WaveInfo.astNormalSoldierInfo.Length; k++)
                     {
                         ResSoldierTypeInfo resSoldierTypeInfo = soldierWave.WaveInfo.astNormalSoldierInfo[k];
                         this.AddActionsFromSoldier(actions, resSoldierTypeInfo.dwSoldierID);
                     }
                 }
             }
         }
     }
 }
Пример #2
0
        public void Update()
        {
            MapWrapper mapLogic = Singleton <BattleLogic> .GetInstance().mapLogic;

            if (!mapLogic.DoesSoldierOverNum())
            {
                SoldierRegion soldirRegion = mapLogic.GetSoldirRegion();
                DebugHelper.Assert(soldirRegion != null, "region 不能为空");
                if (soldirRegion != null && soldirRegion.isStartup)
                {
                    int num = (int)(Time.deltaTime * 1000f);
                    this._countdown -= num;
                    if (this._countdown <= 0)
                    {
                        this._countdown = 0;
                    }
                }
            }
            if (this._countdownText != null && this._countdownText.gameObject.activeSelf)
            {
                int num2 = 0;
                int num3 = 0;
                this.CalcMinSec(this._countdown, out num3, out num2);
                this._countdownText.set_text(string.Format("{0:D2} : {1:D2}", num2, num3));
            }
        }
Пример #3
0
 public void BuildSoldierRegions(ref List <ActorPreloadTab> list)
 {
     SoldierRegion[] regionArray = UnityEngine.Object.FindObjectsOfType <SoldierRegion>();
     if ((regionArray != null) && (regionArray.Length != 0))
     {
         for (int i = 0; i < regionArray.Length; i++)
         {
             SoldierRegion region = regionArray[i];
             if (((region != null) && (region.Waves != null)) && (region.Waves.Count > 0))
             {
                 for (int j = 0; j < region.Waves.Count; j++)
                 {
                     Assets.Scripts.GameLogic.SoldierWave wave = region.Waves[j];
                     if (((wave != null) && (wave.WaveInfo != null)) && ((wave.WaveInfo.astNormalSoldierInfo != null) && (wave.WaveInfo.astNormalSoldierInfo.Length > 0)))
                     {
                         for (int k = 0; k < wave.WaveInfo.astNormalSoldierInfo.Length; k++)
                         {
                             ResSoldierTypeInfo info = wave.WaveInfo.astNormalSoldierInfo[k];
                             if (info.dwSoldierID == 0)
                             {
                                 break;
                             }
                             ActorMeta actorMeta = new ActorMeta {
                                 ActorType = ActorTypeDef.Actor_Type_Monster,
                                 ConfigId  = (int)info.dwSoldierID
                             };
                             this.AddPreloadActor(ref list, ref actorMeta, info.dwSoldierNum * 2f, 0);
                         }
                     }
                 }
             }
         }
     }
 }
Пример #4
0
 private void AddActionsFromSoldierRegions(DictionaryView <string, AGE.Action> actions)
 {
     SoldierRegion[] regionArray = UnityEngine.Object.FindObjectsOfType <SoldierRegion>();
     if ((regionArray != null) && (regionArray.Length != 0))
     {
         for (int i = 0; i < regionArray.Length; i++)
         {
             SoldierRegion region = regionArray[i];
             if (((region != null) && (region.Waves != null)) && (region.Waves.Count > 0))
             {
                 for (int j = 0; j < region.Waves.Count; j++)
                 {
                     SoldierWave wave = region.Waves[j];
                     if (((wave != null) && (wave.WaveInfo != null)) && ((wave.WaveInfo.astNormalSoldierInfo != null) && (wave.WaveInfo.astNormalSoldierInfo.Length > 0)))
                     {
                         for (int k = 0; k < wave.WaveInfo.astNormalSoldierInfo.Length; k++)
                         {
                             ResSoldierTypeInfo info = wave.WaveInfo.astNormalSoldierInfo[k];
                             this.AddActionsFromSoldier(actions, info.dwSoldierID);
                         }
                     }
                 }
             }
         }
     }
 }
Пример #5
0
        public void Init(GameObject obj)
        {
            this._root           = obj;
            this._waveText       = Utility.GetComponetInChild <Text>(obj, "WavesContent");
            this._countdownText  = Utility.GetComponetInChild <Text>(obj, "CounterContent");
            this._countdownTitle = Utility.GetComponetInChild <Text>(obj, "CounterTitle");
            SoldierRegion soldirRegion = Singleton <BattleLogic> .GetInstance().mapLogic.GetSoldirRegion();

            if (soldirRegion)
            {
                this._totalWave = soldirRegion.GetTotalCount();
            }
            this._waveText.set_text(string.Format("{0}/{1}", this._currentWave, this._totalWave));
            Singleton <GameEventSys> .instance.AddEventHandler <SoldierWaveParam>(GameEventDef.Event_SoldierWaveNext, new RefAction <SoldierWaveParam>(this.OnNextWave));

            Singleton <GameEventSys> .instance.AddEventHandler <SoldierWaveParam>(GameEventDef.Event_SoldierWaveNextRepeat, new RefAction <SoldierWaveParam>(this.OnNextRepeat));
        }
Пример #6
0
        private void OnNextRepeat(ref SoldierWaveParam inParam)
        {
            int           currentWave  = this._currentWave;
            SoldierRegion soldirRegion = Singleton <BattleLogic> .GetInstance().mapLogic.GetSoldirRegion();

            if (soldirRegion)
            {
                this._currentWave = soldirRegion.GetRepeatCountTill(inParam.WaveIndex);
            }
            this._waveText.set_text(string.Format("{0}/{1}", this._currentWave, this._totalWave));
            if (currentWave != this._currentWave)
            {
                if (inParam.NextDuration >= 0 && this._countdownText.gameObject.activeSelf)
                {
                    this._countdown = inParam.NextDuration;
                }
                else
                {
                    this._countdownText.gameObject.CustomSetActive(false);
                    this._countdownTitle.gameObject.CustomSetActive(false);
                }
            }
        }
Пример #7
0
 public void BuildSoldierRegions(ref List <ActorPreloadTab> list)
 {
     SoldierRegion[] array = Object.FindObjectsOfType <SoldierRegion>();
     if (array == null || array.Length == 0)
     {
         return;
     }
     for (int i = 0; i < array.Length; i++)
     {
         SoldierRegion soldierRegion = array[i];
         if (soldierRegion != null && soldierRegion.Waves != null && soldierRegion.Waves.Count > 0)
         {
             for (int j = 0; j < soldierRegion.Waves.Count; j++)
             {
                 Assets.Scripts.GameLogic.SoldierWave soldierWave = soldierRegion.Waves[j];
                 if (soldierWave != null && soldierWave.WaveInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo.Length > 0)
                 {
                     for (int k = 0; k < soldierWave.WaveInfo.astNormalSoldierInfo.Length; k++)
                     {
                         ResSoldierTypeInfo resSoldierTypeInfo = soldierWave.WaveInfo.astNormalSoldierInfo[k];
                         if (resSoldierTypeInfo.dwSoldierID == 0u)
                         {
                             break;
                         }
                         ActorMeta actorMeta  = default(ActorMeta);
                         ActorMeta actorMeta2 = actorMeta;
                         actorMeta2.ActorType = ActorTypeDef.Actor_Type_Monster;
                         actorMeta2.ConfigId  = (int)resSoldierTypeInfo.dwSoldierID;
                         actorMeta            = actorMeta2;
                         this.AddPreloadActor(ref list, ref actorMeta, resSoldierTypeInfo.dwSoldierNum * 2f, 0);
                     }
                 }
             }
         }
     }
 }
Пример #8
0
    public void AddPreloadActor(ref List <ActorPreloadTab> list, ref ActorMeta actorMeta, float spawnCnt, int ownerSkinID = 0)
    {
        ActorStaticData        inStaticData      = default(ActorStaticData);
        IGameActorDataProvider actorDataProvider = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.StaticBattleDataProvider);

        actorDataProvider.GetActorStaticData(ref actorMeta, ref inStaticData);
        ActorServerData        actorServerData    = default(ActorServerData);
        IGameActorDataProvider actorDataProvider2 = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.ServerDataProvider);

        actorDataProvider2.GetActorServerData(ref actorMeta, ref actorServerData);
        CActorInfo actorInfo = CActorInfo.GetActorInfo(inStaticData.TheResInfo.ResPath, enResourceType.BattleScene);

        if (actorInfo == null)
        {
            return;
        }
        for (int i = 0; i < list.get_Count(); i++)
        {
            ActorPreloadTab actorPreloadTab = list.get_Item(i);
            if (actorPreloadTab.theActor.ActorType == actorMeta.ActorType && actorPreloadTab.theActor.ConfigId == actorMeta.ConfigId)
            {
                if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero || actorMeta.ActorType == ActorTypeDef.Actor_Type_Call)
                {
                    int actorMarkID = this.GetActorMarkID(actorMeta);
                    if (actorMarkID != actorPreloadTab.MarkID)
                    {
                        goto IL_13B;
                    }
                    uint skillID = 0u;
                    if (actorDataProvider2.GetActorServerCommonSkillData(ref actorMeta, out skillID))
                    {
                        this.AnalyseSkill(ref actorPreloadTab, (int)skillID);
                    }
                }
                else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Monster && spawnCnt > 0f)
                {
                    actorPreloadTab.spawnCnt += spawnCnt;
                    list.set_Item(i, actorPreloadTab);
                }
                LoaderHelper.retCnt++;
                return;
            }
            IL_13B :;
        }
        ActorPreloadTab actorPreloadTab2 = new ActorPreloadTab();

        actorPreloadTab2.theActor = actorMeta;
        actorPreloadTab2.modelPrefab.assetPath    = actorInfo.GetArtPrefabName((ownerSkinID != 0) ? ownerSkinID : ((int)actorServerData.SkinId), -1);
        actorPreloadTab2.modelPrefab.nInstantiate = 1;
        actorPreloadTab2.spawnCnt   = spawnCnt;
        actorPreloadTab2.MarkID     = this.GetActorMarkID(actorMeta);
        actorPreloadTab2.ageActions = new List <AssetLoadBase>();
        actorPreloadTab2.parPrefabs = new List <AssetLoadBase>();
        actorPreloadTab2.mesPrefabs = new List <AssetLoadBase>();
        if (actorServerData.SkinId != 0u)
        {
            actorInfo.PreLoadAdvanceSkin(actorPreloadTab2.mesPrefabs, actorServerData.SkinId, -1);
        }
        actorPreloadTab2.spritePrefabs = new List <AssetLoadBase>();
        actorPreloadTab2.soundBanks    = new List <AssetLoadBase>();
        actorPreloadTab2.behaviorXml   = new List <AssetLoadBase>();
        ActorStaticSkillData actorStaticSkillData = default(ActorStaticSkillData);

        for (int j = 0; j < 8; j++)
        {
            actorDataProvider.GetActorStaticSkillData(ref actorMeta, (ActorSkillSlot)j, ref actorStaticSkillData);
            this.AnalyseSkill(ref actorPreloadTab2, actorStaticSkillData.SkillId);
            this.AnalysePassiveSkill(ref actorPreloadTab2, actorStaticSkillData.PassiveSkillId);
        }
        if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero || actorMeta.ActorType == ActorTypeDef.Actor_Type_Call)
        {
            int skillID2;
            int skillID3;
            int skillID4;
            int passiveSkillID;
            this.GetMapSkills(out skillID2, out skillID3, out skillID4, out passiveSkillID);
            this.AnalyseSkill(ref actorPreloadTab2, skillID2);
            this.AnalyseSkill(ref actorPreloadTab2, skillID3);
            this.AnalyseSkill(ref actorPreloadTab2, skillID4);
            this.AnalysePassiveSkill(ref actorPreloadTab2, passiveSkillID);
            uint skillID5 = 0u;
            if (actorDataProvider2.GetActorServerCommonSkillData(ref actorMeta, out skillID5))
            {
                this.AnalyseSkill(ref actorPreloadTab2, (int)skillID5);
            }
            this.AnalyseHeroBornAndReviveAge(ref actorPreloadTab2, actorMeta.ConfigId);
            ResHeroCfgInfo dataByKey = GameDataMgr.heroDatabin.GetDataByKey((uint)actorMeta.ConfigId);
            if (dataByKey != null)
            {
                this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey.iPassiveID1);
                this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey.iPassiveID2);
            }
        }
        else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Monster)
        {
            ActorStaticData        actorStaticData    = default(ActorStaticData);
            IGameActorDataProvider actorDataProvider3 = Singleton <ActorDataCenter> .instance.GetActorDataProvider(GameActorDataProviderType.StaticBattleDataProvider);

            actorDataProvider3.GetActorStaticData(ref actorMeta, ref actorStaticData);
            int randomPassiveSkillRule = actorStaticData.TheBaseAttribute.RandomPassiveSkillRule;
            if (randomPassiveSkillRule > 0 && !this.randomSkillCheckerSet.ContainsKey(randomPassiveSkillRule))
            {
                this.randomSkillCheckerSet.Add(randomPassiveSkillRule, true);
                ResRandomSkillPassiveRule dataByKey2 = GameDataMgr.randomSkillPassiveDatabin.GetDataByKey((long)randomPassiveSkillRule);
                if (dataByKey2.astRandomSkillPassiveID1 != null && dataByKey2.astRandomSkillPassiveID1.Length > 0)
                {
                    for (int k = 0; k < dataByKey2.astRandomSkillPassiveID1.Length; k++)
                    {
                        this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey2.astRandomSkillPassiveID1[k].iParam);
                    }
                }
                if (dataByKey2.astRandomSkillPassiveID2 != null && dataByKey2.astRandomSkillPassiveID2.Length > 0)
                {
                    for (int l = 0; l < dataByKey2.astRandomSkillPassiveID2.Length; l++)
                    {
                        this.AnalysePassiveSkill(ref actorPreloadTab2, dataByKey2.astRandomSkillPassiveID2[l].iParam);
                    }
                }
            }
            ResMonsterCfgInfo dataCfgInfoByCurLevelDiff = MonsterDataHelper.GetDataCfgInfoByCurLevelDiff(actorMeta.ConfigId);
            if (dataCfgInfoByCurLevelDiff != null && dataCfgInfoByCurLevelDiff.iBufDropID != 0 && dataCfgInfoByCurLevelDiff.iBufDropRate > 0)
            {
                ShenFuSystem.PreLoadShenfuResource(dataCfgInfoByCurLevelDiff.iBufDropID, ref actorPreloadTab2, this);
            }
            if (actorStaticData.TheMonsterOnlyInfo.SoldierType == 8 && dataCfgInfoByCurLevelDiff != null)
            {
                ListView <Assets.Scripts.GameLogic.SoldierWave> listView = new ListView <Assets.Scripts.GameLogic.SoldierWave>();
                int iKillByCamp1ChangeSoldierWave = dataCfgInfoByCurLevelDiff.iKillByCamp1ChangeSoldierWave;
                int iKillByCamp2ChangeSoldierWave = dataCfgInfoByCurLevelDiff.iKillByCamp2ChangeSoldierWave;
                listView.AddRange(SoldierRegion.GetWavesForPreLoad(iKillByCamp1ChangeSoldierWave));
                listView.AddRange(SoldierRegion.GetWavesForPreLoad(iKillByCamp2ChangeSoldierWave));
                for (int m = 0; m < listView.Count; m++)
                {
                    Assets.Scripts.GameLogic.SoldierWave soldierWave = listView[m];
                    if (soldierWave != null && soldierWave.WaveInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo != null && soldierWave.WaveInfo.astNormalSoldierInfo.Length > 0)
                    {
                        for (int n = 0; n < soldierWave.WaveInfo.astNormalSoldierInfo.Length; n++)
                        {
                            ResSoldierTypeInfo resSoldierTypeInfo = soldierWave.WaveInfo.astNormalSoldierInfo[n];
                            if (resSoldierTypeInfo.dwSoldierID == 0u)
                            {
                                break;
                            }
                            ActorMeta actorMeta2 = default(ActorMeta);
                            ActorMeta actorMeta3 = actorMeta2;
                            actorMeta3.ActorType = ActorTypeDef.Actor_Type_Monster;
                            actorMeta3.ConfigId  = (int)resSoldierTypeInfo.dwSoldierID;
                            actorMeta2           = actorMeta3;
                            this.AddPreloadActor(ref list, ref actorMeta2, resSoldierTypeInfo.dwSoldierNum * 2f, 0);
                        }
                    }
                }
            }
        }
        if (!string.IsNullOrEmpty(actorInfo.deadAgePath))
        {
            actorPreloadTab2.ageActions.Add(new AssetLoadBase
            {
                assetPath = actorInfo.deadAgePath
            });
        }
        if (!string.IsNullOrEmpty(actorInfo.BtResourcePath) && !this.behaviorXmlSet.ContainsKey(actorInfo.BtResourcePath))
        {
            actorPreloadTab2.behaviorXml.Add(new AssetLoadBase
            {
                assetPath = actorInfo.BtResourcePath
            });
            this.behaviorXmlSet.Add(actorInfo.BtResourcePath, true);
        }
        actorPreloadTab2.soundBanks = new List <AssetLoadBase>();
        this.AnalyseSoundBanks(ref actorPreloadTab2, ref actorInfo, ref actorServerData);
        list.Add(actorPreloadTab2);
        if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
        {
            this.CheckCallMonsterSkill(actorInfo, ref list, ref actorMeta, (int)actorServerData.SkinId);
        }
        else if (actorMeta.ActorType == ActorTypeDef.Actor_Type_Organ)
        {
            this.CheckOrganSoldierWave(ref list, ref actorMeta, inStaticData);
        }
    }