public void addPool(ICharAssetVO charAssetVO) { IPool <GameObject> enemyPool = new Pool <GameObject> (); enemyPool.instanceProvider = new ResourceInstanceProvider(charAssetVO.assetData, resourceManager); enemyPool.inflationType = PoolInflationType.INCREMENT; _poolList.Add(charAssetVO.assetData.id, enemyPool); }
public PlayerModel(int setId, IGameConfig gameConfig) : base(setId, gameConfig) { assetVO = gameConfig.assetConfig.getPlayerAssetById(setId); name = assetVO.assetData.id; ICharInfoVO charInfoVO = gameConfig.charInfoConfig.getCharInfoVOById(setId); moveSpeed = charInfoVO.speed; moveForce = charInfoVO.moveForce; _coins = userCharVO.coins; }
private void parseData(IGameConfig gameConfig) { IEnemyVO enemyVO = gameConfig.enemyConfig.getEnemyVOById(id); assetVO = gameConfig.assetConfig.getEnemyAssetById(enemyVO.asset_id); speed = enemyVO.speed; hp = enemyVO.hp; damage = enemyVO.damage; cooldown = enemyVO.cooldown; exp_give = enemyVO.exp_give; gold_drop_min = enemyVO.gold_drop_min; gold_drop_max = enemyVO.gold_drop_max; }