private void InitDefaultGeneralsInfo() { int[] skillids = new int[] { 1001, 1002, 1003, 1004, 1201, 1202, 1203 }; int sid = 0; foreach (var genData in GameData.GeneralData.dataMap) { int gIdx = genData.Key; GeneralInfo info = new GeneralInfo(); info.id = gIdx; //info.level = UnityEngine.Random.Range(1, GeneralInfo.LEVEL_LIMIT + 1); info.healthCur = info.propData.hp; generals.Add(info); foreach (int skid in skillids) { SkillStateData data = new SkillStateData(); data.skillID = skid; //data.state = (SkillState)(UnityEngine.Random.Range(0, (int)SkillState.Count)); info.skills.Add(data); } if (info.gamedata.adviser && mine.advisers.Count < GeneralInfo.ASVISER_COUNT_LIMIT) { mine.advisers.Add(info.id); } uint[] equiplist = new uint[1115 - 1109 + 1] { 1109, 1110, 1111, 1112, 1113, 1114, 1115 }; List <uint> elist = new List <uint>(); elist.AddRange(equiplist); for (int i = 0; i < GeneralInfo.EQUIP_COUNT_LIMIT; ++i) { t_ObjectProto equip = new t_ObjectProto(); equip.lv = 1; //int idex = UnityEngine.Random.Range(0, elist.Count); //equip.dwObjectID = equiplist[idex]; //elist.Remove(equip.dwObjectID); //info.equips[i] = equip; } sid += GeneralInfo.SOLDIER_LIMIT; } }
public void UpdateItem(t_ObjectProto item) { int index = mItemList.FindIndex((t_ObjectProto si) => { return(si.qwThisID == item.qwThisID); }); if (index != -1) { mItemList.RemoveAt(index); mItemList.Add(item); } else { string error = "道具不存在: " + item.dwObjectID.ToString() + " X:" + item.pos.x.ToString(); ALog.logWarning(error); } }
private void InitDefaultGeneralsInfo() { int[] skillids = new int[] { 1001, 1002, 1003, 1004, 1201, 1202, 1203 }; int sid = 0; foreach (var genData in GameData.GeneralData.dataMap) { int gIdx = genData.Key; GeneralInfo info = new GeneralInfo(); info.id = gIdx; //info.level = UnityEngine.Random.Range(1, GeneralInfo.LEVEL_LIMIT + 1); info.healthCur = info.propData.hp; generals.Add(info); foreach (int skid in skillids) { SkillStateData data = new SkillStateData(); data.skillID = skid; //data.state = (SkillState)(UnityEngine.Random.Range(0, (int)SkillState.Count)); info.skills.Add(data); } if (info.gamedata.adviser && mine.advisers.Count < GeneralInfo.ASVISER_COUNT_LIMIT) { mine.advisers.Add(info.id); } uint[] equiplist = new uint[1115 - 1109 + 1] { 1109, 1110, 1111, 1112, 1113, 1114, 1115 }; List<uint> elist = new List<uint>(); elist.AddRange(equiplist); for (int i = 0; i < GeneralInfo.EQUIP_COUNT_LIMIT; ++i) { t_ObjectProto equip = new t_ObjectProto(); equip.lv = 1; //int idex = UnityEngine.Random.Range(0, elist.Count); //equip.dwObjectID = equiplist[idex]; //elist.Remove(equip.dwObjectID); //info.equips[i] = equip; } sid += GeneralInfo.SOLDIER_LIMIT; } }
public void AddItem(t_ObjectProto item) { mItemList.Add(item); }
public void UpdateItem(t_ObjectProto item) { int index = mItemList.FindIndex((t_ObjectProto si) => { return si.qwThisID == item.qwThisID; }); if (index != -1) { mItemList.RemoveAt(index); mItemList.Add(item); } else { string error = "道具不存在: " + item.dwObjectID.ToString() + " X:" + item.pos.x.ToString(); ALog.logWarning(error); } }