Пример #1
0
 /// <summary>
 /// 从protobuf 解析静态数据到本地
 /// </summary>
 /// <param name="msg"></param>
 public static void LoadStaticDataToLocal(sdata.StaticDataResponse msg)
 {
     ConfigM.Init(msg);
     buildingM.Init(msg);
     DeckM.Init(msg);
     UserM.Init(msg);
     SoldierM.Init(msg);
     SummonM.Init(msg);
     SkillM.Init(msg);
     StageM.Init(msg);
     RoleNameM.Init(msg);
     ItemM.Init(msg);
     GodSkillM.Init(msg);
     AthleticsM.Init(msg);
     ErnieM.Init(msg);
     FruitionM.Init(msg);
     ShipPlanM.Init(msg);
 }
Пример #2
0
    /// <summary>
    /// 初始化技能数据,从数据中心获取所有技能数据
    /// </summary>
    public override bool Init(int SceneID, LifeMCore Core)
    {
        this.m_SceneID = SceneID;
        m_SkillOwner   = CM.GetLifeM(m_SceneID, LifeMType.SUMMONPET) as SummonPet;
        SummonpetInfo Info = SummonM.GetSummonPetInfo(Core.m_DataID);

        if (Info == null)
        {
            return(false);
        }
        //SoldierSkillInfo Info = info.m_Skillinfo;
        m_attack1 = "0";
        m_attack2 = "0";
        for (int i = 0; i <= 7; i++)
        {
            if (i < Info.m_Skillinfo.Count)
            {
                if (Info.m_Skillinfo[i].m_attacktype != (int)AttackType.PassiveCondition && Info.m_Skillinfo[i].m_condition != 0 && Info.m_Skillinfo[i].m_enable == true)
                {
                    m_ConditionSkill.Add(Info.m_Skillinfo[i]);
                    m_ConditionSkillTimeCount.Add(0f);
                }
                m_AllSkill.Add(Info.m_Skillinfo[i]);
                Info.m_Skillinfo[i].m_LifeTarget = null;
                Info.m_Skillinfo[i].m_TargetPos  = null;
            }
            else
            {
                m_AllSkill.Add(new SoldierSkill());
            }
        }
        GetNextSkill();
        m_CdTime     = m_CDDuration;
        m_CDDuration = m_AllSkill[0].m_cd;
        m_Release    = false;
        return(true);
    }
Пример #3
0
    /// <summary>
    /// 创建宠物
    /// </summary>
    private SummonPet CreatePet(int PetDataID, MapGrid StartGrid)
    {
        SummonpetInfo info = SummonM.GetSummonPetInfo(PetDataID);
        SummonPet     pet  = new SummonPet();

        pet.CreateSkin(BattleEnvironmentM.GetLifeMBornNode(true), info.m_modeltype, info.m_modeltype.ToString(), AnimatorState.Empty, true);
        //IGameRole i = GameRoleFactory.Create(BattleEnvironmentM.GetLifeMBornNode(true), info.m_modeltype, info.m_modeltype.ToString(), AnimatorState.Empty);
        GameObject go      = pet.RoleSkinCom.tRoot.gameObject;
        Vector3    pos     = Vector3.zero;
        string     posname = "";
        LifeObj    lo      = go.AddComponent <LifeObj>();

        pet.SetSummonPetLife(info, pet.RoleSkinCom.ProPerty, LifeEnvironment.Combat);
        pet.SetLifeCore(new LifeMCore(PetDataID, true, LifeMType.SUMMONPET, Camp, MoveState.Walk));
        pet.SetSkin();
        pet.SetBornPos(StartGrid.GridPos, 0);
        lo.SetLife(pet, pet.RoleSkinCom.ProPerty);
        go.transform.parent = BattleEnvironmentM.GetLifeMBornNode(true);
        Vector3 start = StartGrid.WorldPos;

        start.z = Camera.main.transform.position.z;
        go.transform.position = start;
        return(pet);
    }
Пример #4
0
 /// <summary>
 /// 获取战斗副本中的道具
 /// DataID 道具的id
 /// </summary>
 public static SummonProsInfo GetSummonProsInfo(int ID)
 {
     return(SummonM.GetSummonProsInfo(ID));
 }
Пример #5
0
 /// <summary>
 /// 获取战斗副本中的宠物信息
 /// </summary>
 public static PetInfo GetPetInfo(int ID)
 {
     return(SummonM.GetPetInfo(ID));
 }