示例#1
0
    void PvpSingleEnven(COM_SimpleInformation player)
    {
        ArenaPvpSystem.Instance.PvpMatching = false;

        for (int i = 0; i < rightPlayers.Count; i++)
        {
            rightPlayers[i].StopRoll();
        }

        rightPlayers[0].nobody.gameObject.SetActive(false);
        rightPlayers[0].infoImg.gameObject.SetActive(true);
        rightPlayers[0].icon.gameObject.SetActive(true);
        rightPlayers[0].namelab.text             = player.instName_;
        rightPlayers[0].professionImg.spriteName = player.jt_.ToString();
        rightPlayers[0].levelLab.text            = player.level_.ToString();
        EntityAssetsData eData = EntityAssetsData.GetData(player.asset_id_);

        HeadIconLoader.Instance.LoadIcon(eData.assetsIocn_, rightPlayers[0].icon);
        if (!_icons.Contains(eData.assetsIocn_))
        {
            _icons.Add(eData.assetsIocn_);
        }
        rightPlayers[0].professionLab.text = Profession.get((JobType)player.jt_, (int)player.jl_).jobName_;

        closeBtn.gameObject.SetActive(false);
        stopBtn.gameObject.SetActive(false);
        startBtn.gameObject.SetActive(false);
        StartCoroutine(DelaysingleBattle(3f));
    }
示例#2
0
    void CreatePlayerObj(COM_SimpleInformation mRole)
    {
        ENTITY_ID weaponAssetId = 0;

        if (mRole.weaponItemId_ != 0)
        {
            weaponAssetId = (ENTITY_ID)ItemData.GetData(mRole.weaponItemId_).weaponEntityId_;
        }
        int      dressId = 0;
        ItemData dress   = ItemData.GetData(mRole.fashionId_);

        if (dress != null)
        {
            dressId = dress.weaponEntityId_;
        }
        GameManager.Instance.GetActorClone((ENTITY_ID)mRole.asset_id_, weaponAssetId, EntityType.ET_Player, AssetLoadCallBack, new ParamData(mRole.instId_), "Default", dressId);
    }
示例#3
0
    void InitAlreadyHadPlayer()
    {
        roles = CreatePlayerRole.GetRoles();

        maxCount = roles.Count;
        for (int i = 0; i < roles.Count; i++)
        {
            COM_SimpleInformation role = roles[i];
            rolesId.Add(role.instId_);
            CreatePlayerObj(role);
        }
        posIndex += roles.Count;
        if (posIndex < cRole.playerPos.Length)
        {
            SetCreateBtnPos();
        }
    }