//创建怪物
        private void CreateMonster()
        {
            //if (m_CurrentCreateCount > 0) return;
            List <GameLevelMonsterEntity> gameLevelMonsterEntityList = GameLevelMonsterDBModel.Instance.GetMonsterListByLevelAndGeade(CurLevel, CurGrade);

            for (int i = 0; i < gameLevelMonsterEntityList.Count; i++)
            {
                if (String.IsNullOrEmpty(gameLevelMonsterEntityList[i].SpriteRowAndCol))
                {
                    continue;
                }
                string[] rowAndColArr = gameLevelMonsterEntityList[i].SpriteRowAndCol.Split('|');
                for (int j = 0; j < rowAndColArr.Length; j++)
                {
                    SpriteEntity spriteEntity = SpriteDBModel.Instance.GetSpriteEntityById(gameLevelMonsterEntityList[i].SpriteId);
                    if (spriteEntity != null)
                    {
                        GameObject go = RoleMgr.Instance.LoadRole(RoleType.Monster, spriteEntity.PrefabName);
                        if (go != null)
                        {
                            RoleCtrl ctrl = go.GetComponent <RoleCtrl>();
                            if (ctrl != null)
                            {
                                ctrl.OnRoleDie     = OnRoleDieCallBack;
                                ctrl.OnRoleDestory = OnRoleDestoryCallBack;

                                MonsterInfo info = new MonsterInfo(spriteEntity);
                                info.RoleId       = ++m_TempIndex;
                                info.RoleNickName = spriteEntity.Name;
                                info.Level        = spriteEntity.Level;
                                info.MaxHP        = spriteEntity.Hp;
                                info.CurrentHP    = info.MaxHP;
                                info.PhyAtk       = spriteEntity.PhyAtk;
                                info.MgicAtk      = spriteEntity.MgicAtk;
                                info.PhyDef       = spriteEntity.PhyDef;
                                info.MgicDef      = spriteEntity.MgicDef;
                                info.Cri          = spriteEntity.Cri;
                                info.CriValue     = spriteEntity.CriValue;
                                info.SpriteEntity = spriteEntity;
                                ctrl.AttackRange  = spriteEntity.AttackRange;
                                ctrl.MoveStep     = spriteEntity.MoveCellCount;
                                //位置赋值
                                string[] arr  = rowAndColArr[j].Split('_');
                                int      row  = arr[0].ToInt();
                                int      col  = arr[1].ToInt();
                                Node     node = GridManager.Instance.GetNode(row, col);
                                ctrl.transform.position = node.Position;
                                ctrl.Init(RoleType.Monster, info, new MonsterAI(ctrl, info));
                                BormMonsterCount++;
                                MonsterList.Add(ctrl);
                            }
                        }
                    }
                }
            }
        }
Пример #2
0
    /// <summary>
    /// 根据精灵编号返回精灵预设镜像
    /// </summary>
    /// <param name="spriteId"></param>
    /// <returns></returns>
    public void LoadSprite(int spriteId, System.Action <GameObject> onComplete)
    {
        SpriteEntity entity = SpriteDBModel.Instance.Get(spriteId);

        if (entity == null)
        {
            return;
        }

        AssetBundleMgr.Instance.LoadOrDownload(string.Format("Download/Prefab/RolePrefab/Monster/{0}.assetbundle", entity.PrefabName), entity.PrefabName, onComplete);
    }
        ///////////////////////////////////////////////////////
        //
        // Methods
        //
        ///////////////////////////////////////////////////////


        /// <summary>
        ///		Creates a new frame animation for a SpriteEntity
        /// </summary>
        /// <param name="targetName">
        ///		The name of the sprite to be animated. A corresponding "animator" will be created for it.
        /// </param>
        /// <param name="intervalTimeInSeconds"></param>
        /// <param name="looping"></param>
        /// <returns></returns>
        public AnimationFrame Create(Sprite.Name targetName, float intervalTimeInSeconds, bool looping)
        {
            AnimationFrame newAnimation = this.BaseCreate() as AnimationFrame;
            SpriteEntity   newTarget    = SpriteEntityManager.Self.Find(targetName) as SpriteEntity;

            newAnimation.SetTarget(newTarget);
            newAnimation.IntervalTime = intervalTimeInSeconds;
            newAnimation.AssignNewIntervalTime(intervalTimeInSeconds);
            newAnimation.ScheduleTimedAnimation(intervalTimeInSeconds, looping);
            return(newAnimation);
        }
Пример #4
0
    private void CreateMonster()
    {
        //if (m_CurrentCreateCount > 0) return;
        m_Index = UnityEngine.Random.Range(0, m_CurrentRegionMonsterList.Count);
        GameLevelMonsterEntity levelMonsterEntity = m_CurrentRegionMonsterList[m_Index];
        SpriteEntity           spriteEntity       = SpriteDBModel.Instance.Get(levelMonsterEntity.SpriteId);

        if (spriteEntity == null || levelMonsterEntity == null)
        {
            return;
        }
        if (!monsterCreateDic.ContainsKey(m_Index))
        {
            monsterCreateDic[m_Index] = levelMonsterEntity.SpriteCount;
        }
        string prefabName = spriteEntity.PrefabName;

        monsterCreateDic[m_Index]--;
        if (monsterCreateDic[m_Index]-- < 0)
        {
            monsterCreateDic.Remove(m_Index);
        }
        Transform obj = m_Pool.Spawn(prefabName);

        obj.position         = m_CurRegionCtrl.GetMonsterBornPos;
        obj.localEulerAngles = Vector3.zero;
        obj.localScale       = Vector3.one;
        RoleCtrl ctrl = obj.GetComponent <RoleCtrl>();

        ctrl.OnRoleDie     = OnRoleDieCallBack;
        ctrl.OnRoleDestory = OnRoleDestoryCallBack;
        RoleInfoMonster info = new RoleInfoMonster(spriteEntity);

        info.RoleId       = ++m_TempIndex;
        info.RoleNickName = spriteEntity.Name;
        info.Level        = spriteEntity.Level;
        //info.Exp = spriteEntity.RewardExp;
        info.MaxHP     = spriteEntity.HP;
        info.CurrentHP = spriteEntity.HP;
        info.MaxMP     = spriteEntity.MP;
        info.CurrentMP = spriteEntity.MP;
        info.Attack    = spriteEntity.Attack;
        info.Defense   = spriteEntity.Defense;
        info.Hit       = spriteEntity.Hit;
        info.Dodge     = spriteEntity.Dodge;
        info.Res       = spriteEntity.Res;
        info.Cri       = spriteEntity.Cri;
        info.Fighting  = spriteEntity.Fighting * 100;
        ctrl.Init(RoleType.Monster, info, new GameLevel_RoleMonsterAI(ctrl, info));
        ctrl.Born(obj.position);
        ctrl.ViewRange = spriteEntity.Range_View;
        m_CurrentCreateCount++;
    }
Пример #5
0
        public override void OnAddedToScene()
        {
            base.OnAddedToScene();
            var coneTexture = Scene.Content.LoadTexture(ContentPaths.Scoop_Cone);

            coneDecal       = Scene.AddEntity(new SpriteEntity(coneTexture, Constants.Layer_WeaponOver, 0.5f));
            this.coneSpring = coneDecal.AddComponent(new EntitySpringComponent(this, weaponMountOffset, 5));
            coneDecal.ToggleVisible(this.defaultVisible);

            shootFX = Scene.AddEntity(new AnimatedEntity());
            AddFXAnimation();
            shootFX.ToggleVisible(this.defaultVisible);
        }
Пример #6
0
        public HudIcon(float newX, float newY, Azul.Color newColor, float iconSpacing, int numOfIcons, Sprite.Name newIconName)
        {
            this.spriteIcon    = SpriteEntityManager.Self.Find(newIconName);
            this.color         = newColor;
            this.x             = newX;
            this.y             = newY;
            this.iconGap       = iconSpacing;
            this.numberOfIcons = numOfIcons;

            if (this.numberOfIcons < 0)
            {
                this.numberOfIcons = 0;
            }
        }
Пример #7
0
        public override void OnAddedToScene()
        {
            base.OnAddedToScene();
            var coneTexture = Scene.Content.LoadTexture(ContentPaths.Scoop_Cone);

            coneDecal = Scene.AddEntity(new SpriteEntity(coneTexture, Constants.RenderLayer_Truck, 0.5f));
            coneDecal.ToggleVisible(defaultVisible);
            coneSpring = coneDecal.AddComponent(new EntitySpringComponent(this, weaponMountOffset, 5));

            shootFX = Scene.AddEntity(new AnimatedEntity());
            AddFXAnimation();
            shootFX.ToggleVisible(defaultVisible);

            playerMove = weaponComponent.GetComponent <PlayerMovementComponent>();
        }
Пример #8
0
        public override void OnAddedToScene()
        {
            base.OnAddedToScene();

            var popsicleTexture = Scene.Content.LoadTexture(ContentPaths.Popsicle + "Popsicle_Basic.png");

            this.loadedPopsicle = Scene.AddEntity(new SpriteEntity(popsicleTexture, Constants.Layer_WeaponOver, 0.5f));
            this.loadedPopsicle.ToggleVisible(this.defaultVisible);

            this.shatterFX = Scene.AddEntity(new AnimatedEntity());
            AddFXAnimation();
            shatterFX.ToggleVisible(false);
            shatterFX.animator.RenderLayer = Constants.Layer_WeaponOver;
            shatterFX.animator.LayerDepth  = 0.4f;
            shatterFX.animator.OnAnimationCompletedEvent += (s) => ReloadPopsicle();
        }
Пример #9
0
        private void CreateBackground()
        {
            // Layer 0 is the default layer that clips entities will be added to
            base.Layers.Add(new Layer2D(new Vector2(1.0f, 1.0f)));

            // Other layers are for the background
            base.Layers.Add(new Layer2D(new Vector2(1.0f, 1.0f)));
            base.Layers.Add(new Layer2D(new Vector2(0.35f, 0.2f)));
            base.Layers.Add(new Layer2D(new Vector2(0.0f, 1.0f)));
            base.Layers.Add(new Layer2D(new Vector2(0.0f, 0.1f)));

            for (int i = 0; i < PLAY_AREA_WIDTH_IN_SCREENS; ++i)
            {
                SpriteEntity background = new SpriteEntity();
                background.SpriteState =
                    new Gnomic.Anim.SpriteState(Content.Load <Texture2D>("Background_Ground"));
                background.SpriteState.Transform.Origin = Vector2.Zero;
                background.LayerID  = 1;
                background.Position = new Vector2(ParentGame.ScreenWidth * (i - 1), 0.0f);
                base.AddEntity(background);

                background             = new SpriteEntity();
                background.SpriteState =
                    new Gnomic.Anim.SpriteState(Content.Load <Texture2D>("Background_Mountains"));
                background.SpriteState.Transform.Origin = Vector2.Zero;
                background.LayerID  = 2;
                background.Position = new Vector2(ParentGame.ScreenWidth * (i - 1), 0.0f);
                base.AddEntity(background);

                background             = new SpriteEntity();
                background.SpriteState =
                    new Gnomic.Anim.SpriteState(Content.Load <Texture2D>("Background_Clouds"));
                background.SpriteState.Transform.Origin = Vector2.Zero;
                background.LayerID  = CLOUD_LAYER;
                background.Position = new Vector2(ParentGame.ScreenWidth * (i - PLAY_AREA_WIDTH_IN_SCREENS / 2), 0.0f);
                base.AddEntity(background);
            }

            SpriteEntity sky = new SpriteEntity();

            sky.SpriteState =
                new Gnomic.Anim.SpriteState(Content.Load <Texture2D>("Background_Sky"));
            sky.SpriteState.Transform.Origin = Vector2.Zero;
            sky.LayerID  = 4;
            sky.Position = new Vector2(0.0f, 0.0f);
            base.AddEntity(sky);
        }
Пример #10
0
        //Constructors
        public Ball(string key, IntPtr render) : base() //TODO: key not needed. Remove it
        {
            SpriteEntity ballSprite;

            if (!SpriteEntity.TextureExists("ball"))
            {
                ballSprite = new SpriteEntity("ball", render, "assets/images/ball.bmp", 0, 255, 0);
            }
            else
            {
                ballSprite = new SpriteEntity("ball");
            }
            ballSprite.Pos.h     = 25;
            ballSprite.Pos.w     = 25;
            ballSprite.SubRect.h = 100;
            ballSprite.SubRect.w = 100;
            AddSprite("ball", ballSprite);
            ResetBall();
        }
Пример #11
0
        //Constructors
        public Paddle(string key, IntPtr render, int offset) : base()
        {
            SpriteEntity paddleSprite;

            if (!SpriteEntity.TextureExists("paddle"))
            {
                paddleSprite = new SpriteEntity("paddle", render, "assets/images/paddle.bmp", 0, 255, 0);
            }
            else
            {
                paddleSprite = new SpriteEntity("paddle");
            }
            paddleSprite.Pos.h     = 100;
            paddleSprite.Pos.w     = 2;
            paddleSprite.SubRect.h = 100;
            paddleSprite.SubRect.w = 20;
            paddleSprite.Pos.x     = offset;
            paddleSprite.Pos.y     = GameConstants.PONG_TABLE_Y / 2 - paddleSprite.Pos.h / 2;
            AddSprite("paddle", paddleSprite);
        }
        private static void ProcessInput(string input)
        {
            if (!string.IsNullOrWhiteSpace(input))
            {
                try
                {
                    CommandEntity command = CommandFactory.GetCommand(input);

                    if (command is CanvasCommand)
                    {
                        Canvas = Canvas.CreateCanvas(command);
                    }
                    else if (command is SpriteCommand)
                    {
                        if (Canvas != null)
                        {
                            SpriteEntity sprite = SpriteFactory.GetSprite((SpriteCommand)command, Canvas);
                            Canvas.AddSprite(sprite);
                        }
                        else
                        {
                            throw new Exception("No Canvas found. Please create a new canvas before adding sprites.");
                        }
                    }
                    else if (command is QuitCommand)
                    {
                        Environment.Exit(0);
                    }

                    if (Canvas != null)
                    {
                        Draw(Canvas);
                    }
                }
                catch (Exception ex)
                {
                    System.Console.WriteLine(ex.Message);
                }
            }
        }
Пример #13
0
        public override void Update(float dt)
        {
            if (gameState == GameState.GameOver)
            {
                //base.Update(dt);
                return;
            }

            if (Gnomic.Input.KeyJustDown(Microsoft.Xna.Framework.Input.Keys.F1))
            {
                base.EnablePhysicsDebug = !base.EnablePhysicsDebug;
            }
            units.Update(dt);

            foreach (IDrawable2D d in base.Layers[CLOUD_LAYER].Sprites)
            {
                SpriteEntity cloud = d as SpriteEntity;
                if (cloud != null)
                {
                    Vector2 cloudPos = cloud.Position;
                    cloudPos.X    += dt * 10.0f;
                    cloud.Position = cloudPos;
                }
            }

            List <IDrawable2D> layer0 = base.Layers[0].Sprites;

            for (int i = 0; i < layer0.Count - 1; ++i)
            {
                if (layer0[i].DrawOrder > (layer0[i + 1].DrawOrder + 0.1f))
                {
                    IDrawable2D tmp = layer0[i];
                    layer0[i]     = layer0[i + 1];
                    layer0[i + 1] = tmp;
                }
            }

            base.Update(dt);
        }
        /// <summary>
        ///		Gets called when a Scene is loaded into memory.
        ///		Load all the stuff needed for Game Scenes
        /// </summary>
        protected override void OnSceneLoad()
        {
            // Get the green floor
            SpriteBatch  floorBatch  = this.ManagerForSpriteBatch.Find(SpriteBatch.Name.Shields);
            SpriteEntity floorSprite = SpriteEntityManager.Self.Find(Sprite.Name.Floor);

            floorBatch.Attach(floorSprite, floorSprite.Id);

            ///// GameObject Factories ////////////////////////////

            // Create all the shields
            ShieldFactory shieldFactory = new ShieldFactory(SpriteBatch.Name.Shields);

            shieldFactory.CreateShields();

            // Create all the Walls
            WallFactory wallFactory = new WallFactory();

            wallFactory.CreateWalls();

            // Create all the Aliens
            AlienFactory alienFactory = new AlienFactory(SpriteBatch.Name.Aliens);

            alienFactory.LoadResources();
            alienFactory.CreateAliens();

            // Create the player
            PlayerFactory playerFactory = new PlayerFactory(this);

            playerFactory.InitializeResources();
            playerFactory.CreatePlayer();

            // Create the UFO
            UFOFactory ufoFactory = new UFOFactory();

            ufoFactory.CreateObjects();
        }
Пример #15
0
 public override void Reset()
 {
     this.spriteIcon = null;
     this.color      = null;
 }
Пример #16
0
 /// <summary>
 /// Create the billboard renderer component.
 /// </summary>
 /// <param name="texture">Texture to use for this sprite with a default material.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public BillboardRenderer(Texture2D texture = null, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(_billboardSpritesheet, texture);
     FaceCamera = faceCamera;
 }
Пример #17
0
 /// <summary>
 /// Create the billboard renderer component.
 /// </summary>
 /// <param name="material">Material to use with this sprite.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public BillboardRenderer(MaterialAPI material, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(_billboardSpritesheet, material);
     FaceCamera = faceCamera;
 }
Пример #18
0
 public SvgaSprite(CanvasAnimatedControl stage, SpriteEntity entity, ByteString imageByteString)
 {
     this.Stage           = stage;
     this.SpriteEntity    = entity;
     this.ImageByteString = imageByteString;
 }
        //
        // Methods
        //

        /// <summary>
        ///		Sets the new target of the animation
        /// </summary>
        /// <param name="newTarget"></param>
        public void SetTarget(SpriteEntity newTarget)
        {
            this.spriteTarget = newTarget;
        }
        //
        // Constructors
        //

        public AnimationFlip() : base()
        {
            this.spriteTarget = null;
        }
 /// <summary>
 ///		Clears the data in the Animation
 /// </summary>
 /// <remarks>
 ///		Does not clear base data. Use <c>BaseReset()</c> for that.
 /// </remarks>
 public override void Reset()
 {
     this.spriteTarget = null;
     this.Destroy();
 }
Пример #22
0
 /// <summary>
 /// Create the sprite renderer component.
 /// </summary>
 /// <param name="spritesheet">Spritesheet data.</param>
 /// <param name="texture">Texture to use for this sprite with a default material.</param>
 /// <param name="useSharedMaterial">If true, will use a shared material for all sprites using this texture.
 /// This optimization reduce load/unload time and memory, but it means the material is shared with other sprites.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public SpriteRenderer(SpriteSheet spritesheet, Texture2D texture = null, bool useSharedMaterial = true, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(spritesheet, texture, useSharedMaterial);
     FaceCamera = faceCamera;
 }
Пример #23
0
 /// <summary>
 /// Create the sprite renderer component.
 /// </summary>
 /// <param name="spritesheet">Spritesheet data.</param>
 /// <param name="material">Material to use with this sprite.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public SpriteRenderer(SpriteSheet spritesheet, MaterialAPI material, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(spritesheet, material);
     FaceCamera = faceCamera;
 }
Пример #24
0
        /// <summary>
        ///		Construct the barricade out of little blocks
        /// </summary>
        private void AssembleBlocks()
        {
            SpriteEntity centerBlock      = SpriteEntityManager.Self.Find(Sprite.Name.ShieldPiece);
            SpriteEntity upperLeftBlock   = SpriteEntityManager.Self.Find(Sprite.Name.ShieldPieceUL);
            SpriteEntity upperRightBlock  = SpriteEntityManager.Self.Find(Sprite.Name.ShieldPieceUR);
            SpriteEntity bottomLeftBlock  = SpriteEntityManager.Self.Find(Sprite.Name.ShieldPieceBL);
            SpriteEntity bottomRightBlock = SpriteEntityManager.Self.Find(Sprite.Name.ShieldPieceBR);
            SpriteEntity blockSprite      = null;

            // Spawn all the blocks
            for (uint i = 0u; i < this.NumColumns; i++)
            {
                for (uint j = 0u; j < this.NumRows; j++)
                {
                    if (j == 0u && i > 1u && i < 7u)
                    {
                        // Skip bottom middle 5 blocks
                        continue;
                    }
                    else if (j == 1u && i > 2u && i < 6u)
                    {
                        // Skip second-bottom middle 3 blocks
                        continue;
                    }
                    else if (j == 6u && (i == 0u || i == 8u))
                    {
                        // Skip the corners of the top row
                        continue;
                    }
                    else if ((j == 5u && i == 0u) || (j == 6u && i == 1u))
                    {
                        // top left corner blocks
                        blockSprite = upperLeftBlock;
                    }
                    else if ((j == 5u && i == 8u) || (j == 6u && i == 7u))
                    {
                        // top right corner blocks
                        blockSprite = upperRightBlock;
                    }
                    else if (j == 1 && i == 2)
                    {
                        // bottom right blocks
                        blockSprite = bottomRightBlock;
                    }
                    else if (j == 1 && i == 6)
                    {
                        // bottom left blocks
                        blockSprite = bottomLeftBlock;
                    }
                    else
                    {
                        // Center block
                        blockSprite = centerBlock;
                    }

                    ShieldPiece block = new ShieldPiece(blockSprite);
                    block.SetPosition(this.X + block.Width * i, this.Y + block.Height * j);
                    this.blockColumns[i].AddChild(block);
                    GameObjectManager.Active.Attach(block);
                }
            }
        }
 public MonsterInfo(SpriteEntity spriteEntity) : base()
 {
     SpriteEntity = spriteEntity;
 }
        //显示英雄简介
        private void ShowHeroIntro(long roleId)
        {
            if (m_HeroIntroView == null)
            {
                GameObject go = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIWindowChild, "HeroIntro");
                m_HeroIntroView = go.GetComponent <UIHeroIntroView>();
                go.transform.SetParent(UISceneCtrl.Instance.CurrentUIScene.MainCanvans.transform);
                go.transform.localScale    = Vector3.one;
                go.transform.localPosition = Vector3.zero;
            }
            m_HeroIntroView.gameObject.SetActive(true);
            DataTransfer data     = new DataTransfer();
            HeroInfo     heroInfo = Global.HeroInfoList.Find(x => x.RoleId == roleId);

            if (heroInfo != null)
            {
                if (heroInfo != null)
                {
                    HeroEntity heroEntity = HeroDBModel.Instance.Get(heroInfo.HeroID);
                    data.SetData <string>("HeroName", heroEntity.Name);
                    data.SetData <string>("HeroDesc", heroEntity.Desc);
                    for (int i = 0; i < heroInfo.SkillList.Count; i++)
                    {
                        SkillEntity skill1Entity = SkillDBModel.Instance.Get(heroInfo.SkillList[i].SkillId);
                        data.SetData <string>("Skill" + (i + 1) + "Name", skill1Entity.SkillName);
                        data.SetData <string>("Skill" + (i + 1) + "Desc", skill1Entity.SkillDesc);
                    }
                }
            }
            else
            {
                //敌人
                RoleInfoBase monsterInfo = GameSceneCtrl.Instance.MonsterList.Find(x => x.CurRoleInfo.RoleId == roleId).CurRoleInfo;
                if (monsterInfo != null)
                {
                    SpriteEntity spriteEntity = SpriteDBModel.Instance.GetList().Find(x => x == ((MonsterInfo)monsterInfo).SpriteEntity);
                    if (spriteEntity == null)
                    {
                        Debug.LogError("错误:找不到精灵实体,请查看是否有没有赋值,或者GameSceneCtrl的MonsterList 移除,添加出错了");
                        return;
                    }
                    else
                    {
                        data.SetData <string>("HeroName", spriteEntity.Name);
                        data.SetData <string>("HeroDesc", "");
                        for (int j = 0; j < ((MonsterInfo)monsterInfo).GetSkillList().Count; j++)
                        {
                            SkillEntity skill1Entity = SkillDBModel.Instance.Get(((MonsterInfo)monsterInfo).GetSkillList()[j]);
                            data.SetData <string>("Skill" + (j + 1) + "Name", skill1Entity.SkillName);
                            data.SetData <string>("Skill" + (j + 1) + "Desc", skill1Entity.SkillDesc);
                        }
                    }
                }
                else
                {
                    Debug.Log("错误:没找到英雄信息");
                    return;
                }
            }
            m_HeroIntroView.SetUI(data);
        }
 public RoleInfoMonster(SpriteEntity spriteEntity) : base()
 {
     SpriteEntity = spriteEntity;
 }