示例#1
0
    public BattlePlayerData(int monsterId, BattlePlayer owner) : base(null, null)
    {
        BattleMonsterTableSetting monster = BattleMonsterTableSettings.Get(monsterId);

        if (monster == null)
        {
            Debug.LogError("怪物表格配置错误");
            return;
        }
        m_CurrentCardList = new List <BattleCardData>(CardList);
        AP       = 0;
        MaxAP    = 0;
        HP       = monster.HP;
        MaxHP    = monster.MaxHp;
        MP       = monster.MP;
        MaxMP    = monster.MaxMP;
        AP       = monster.AP;
        MaxAP    = monster.MaxAP;
        Level    = monster.Level;
        HeadIcon = monster.IconId;
        for (int i = 0; i < monster.BattleCards.Count; i++)
        {
            m_CardList.Add(new BattleCardData(monster.BattleCards[i], owner));
        }
    }
示例#2
0
    public MapCardBase CreateMapCard()
    {
        ModelTableSetting model = null;
        switch (CardType)
        {
            case MapCardType.None:
                break;
            case MapCardType.Door:
                MapCard = new MapCardDoor();
                MapCard.Position = Pos;
                MapCard.State = MapCardBase.CardState.Behind;
                ResourceManager.LoadGameObject("MapCard/" + typeof(MapCardDoor).ToString(), LoadAssetSuccessess, LoadAssetFailed, MapCard);
                break;
            case MapCardType.Monster:
                BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(DataId);
                model = ModelTableSettings.Get(battleMonster.ModelId);
                MapCard = new MapCardDoor();
                MapCard.Position = Pos;
                MapCard.State = MapCardBase.CardState.Behind;
                ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, MapCard);
                break;
            case MapCardType.Shop:
                ShopTableSetting shopTable = ShopTableSettings.Get(DataId);
                model = ModelTableSettings.Get(shopTable.ModelId);
                MapCard = new MapCardDoor();
                MapCard.Position = Pos;
                MapCard.State = MapCardBase.CardState.Behind;
                ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, MapCard);
                break;
            case MapCardType.Box:
                BoxTableSetting boxTable = BoxTableSettings.Get(DataId);
                model = ModelTableSettings.Get(boxTable.ModelId);
                MapCard = new MapCardDoor();
                MapCard.Position = Pos;
                MapCard.State = MapCardBase.CardState.Behind;
                ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, MapCard);
                break;
            case MapCardType.NPC:
                NpcTableSetting npcTable = NpcTableSettings.Get(DataId);
                model = ModelTableSettings.Get(npcTable.ModelId);
                MapCard = new MapCardDoor();
                MapCard.Position = Pos;
                MapCard.State = MapCardBase.CardState.Behind;
                ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, MapCard);
                break;
            default:
                break;
        }

        return MapCard;
    }
示例#3
0
    public override void Handle(object sender, IMessage packet)
    {
        base.Handle(sender, packet);
        CGExitBattle data = packet as CGExitBattle;
        //处理完数据和逻辑后,发送消息通知客户端

        PBAccountData   accountData   = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY);
        PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY);

        //战斗结果
        if (data.PlayerData != null)
        {
            mapPlayerData.PlayerData.Hp    = data.PlayerData.Hp;
            mapPlayerData.PlayerData.MaxHp = data.PlayerData.MaxHp;
            mapPlayerData.PlayerData.Mp    = data.PlayerData.Mp;
            mapPlayerData.PlayerData.MaxMp = data.PlayerData.MaxMp;
            mapPlayerData.Items.Clear();
            mapPlayerData.Items.Add(data.Items);
        }

        GCMapGetReward            reward        = null;
        BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(data.MonsterId);

        switch (data.Reason)
        {
        case 3:    //对方放弃
        case 0:    //通关
            reward = GetRewardById(battleMonster.RewardId);
            break;

        case 1:    //失败
        case 2:    //逃跑,放弃
            reward = GetRewardById(battleMonster.LoseReward);
            break;

        default:
            break;
        }
        if (reward != null)
        {
            //存奖励
            mapPlayerData.AddedExp += reward.AddedExp;
            AddExp(mapPlayerData.PlayerData, reward.AddedExp);
            accountData.Diamonds          += reward.Diamonds;
            mapPlayerData.PlayerData.Gold += reward.Gold;
            mapPlayerData.PlayerData.Food += reward.Food;
            if (reward.Cards.Count > 0)
            {
                mapPlayerData.Cards.Add(reward.Cards);
            }
            if (reward.Equips.Count > 0)
            {
                mapPlayerData.Equips.Add(reward.Equips);
            }
            if (reward.Items.Count > 0)
            {
                mapPlayerData.Items.Add(reward.Items);
            }
            if (reward.Buffs.Count > 0)
            {
                mapPlayerData.Buffs.Add(reward.Items);
            }
            for (int i = 0; i < reward.Cards.Count; i++)
            {
                if (reward.CardTemps[i] == 1)
                {
                    mapPlayerData.RewardCards.Add(reward.Cards[i]);
                }
            }
            for (int i = 0; i < reward.Items.Count; i++)
            {
                if (reward.ItemTemps[i] == 1)
                {
                    mapPlayerData.RewardItems.Add(reward.Items[i]);
                }
            }
            SaveData(ACCOUNT_DATA_KEY, accountData);
            SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData);

            SendToClient(MessageId_Receive.GCMapGetReward, reward);
        }

        GCExitBattle exitBattle = new GCExitBattle();

        exitBattle.MonsterId = data.MonsterId;
        exitBattle.Reason    = data.Reason;
        SendToClient(MessageId_Receive.GCExitBattle, exitBattle);

        GCUpdateMapPlayerData updateMapPlayerData = new GCUpdateMapPlayerData();

        updateMapPlayerData.MapPlayerData = mapPlayerData;
        updateMapPlayerData.PlayerId      = mapPlayerData.PlayerData.PlayerId;

        SendToClient(MessageId_Receive.GCUpdateMapPlayerData, updateMapPlayerData);
    }
示例#4
0
    public static MapCardBase CreateMapCard(MapCardType mapCardType, int mapcardId, MapCardPos pos)
    {
        MapCardBase         mapCard      = null;
        MapCardTableSetting mapCardTable = MapCardTableSettings.Get(mapcardId);

        if (mapCardTable == null)
        {
            return(null);
        }
        ModelTableSetting model = ModelTableSettings.Get(mapCardTable.ModelId);

        if (model == null)
        {
            return(null);
        }
        switch (mapCardType)
        {
        case MapCardType.None:
            break;

        case MapCardType.Door:
            mapCard           = new MapCardDoor();
            mapCard.Position  = pos;
            mapCard.State     = MapCardBase.CardState.Behind;
            mapCard.CardType  = mapCardType;
            mapCard.TableData = mapCardTable;
            ResourceManager.LoadGameObject("MapCard/" + typeof(MapCardDoor).ToString(), LoadAssetSuccessess, LoadAssetFailed, mapCard);
            break;

        case MapCardType.Monster:
            BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(mapcardId);
            //model = ModelTableSettings.Get(battleMonster.ModelId);
            mapCard           = new MapCardMonster();
            mapCard.Position  = pos;
            mapCard.State     = MapCardBase.CardState.Behind;
            mapCard.CardType  = mapCardType;
            mapCard.TableData = mapCardTable;
            ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, mapCard);
            break;

        case MapCardType.Shop:
            ShopTableSetting shopTable = ShopTableSettings.Get(mapcardId);
            //model = ModelTableSettings.Get(shopTable.ModelId);
            mapCard           = new MapCardShop();
            mapCard.Position  = pos;
            mapCard.State     = MapCardBase.CardState.Behind;
            mapCard.CardType  = mapCardType;
            mapCard.TableData = mapCardTable;
            ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, mapCard);
            break;

        case MapCardType.Box:
            BoxTableSetting boxTable = BoxTableSettings.Get(mapcardId);
            //model = ModelTableSettings.Get(boxTable.ModelId);
            mapCard           = new MapCardBox();
            mapCard.Position  = pos;
            mapCard.State     = MapCardBase.CardState.Behind;
            mapCard.CardType  = mapCardType;
            mapCard.TableData = mapCardTable;
            ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, mapCard);
            break;

        case MapCardType.NPC:
            NpcTableSetting npcTable = NpcTableSettings.Get(mapcardId);
            //model = ModelTableSettings.Get(npcTable.ModelId);
            mapCard           = new MapCardNpc();
            mapCard.Position  = pos;
            mapCard.State     = MapCardBase.CardState.Behind;
            mapCard.CardType  = mapCardType;
            mapCard.TableData = mapCardTable;
            ResourceManager.LoadGameObject(model.Path, LoadAssetSuccessess, LoadAssetFailed, mapCard);
            break;

        default:
            break;
        }

        return(mapCard);
    }