private void UpdateAttribute(int level, MonsterAttriubuteInfo.MonsterAttriubute attr) { maxHealth = attr.health; health = attr.health; attack = attr.attack; defense = attr.defence; critMul = attr.criticalMul; firm = attr.firm; resilience = attr.resilience; _SetField(CreatureFields.Level, level); //怪物等级通过场景行为去确定,初始化不赋值 _SetField(CreatureFields.Crit, attr.critical); _SetField(CreatureFields.CritMul, attr.criticalMul); _SetField(CreatureFields.Firm, attr.firm); _SetField(CreatureFields.Resilience, attr.resilience); }
public void UpdateConfig(MonsterInfo i, MonsterAttriubuteInfo.MonsterAttriubute attr, double aggressive = 1.0f, double defensive = 1.0f) { configID = i.ID; gender = i.gender; gender = (gender > 2 || gender < 1) ? 1 : gender; icon = i.avatar; avatar = i.montserAvatar; avatarBox = i.avatarBox; info = i.info; localScale = Vector3.one; model.localScale = Vector3.one * (i.scale == 0 ? 1 : i.scale); maxHealth = Mathf.CeilToInt((float)(attr.health * defensive)); health = Mathf.CeilToInt((float)(attr.health * defensive)); attack = attr.attack * aggressive; defense = Mathf.CeilToInt((float)(attr.defence * defensive)); critMul = attr.criticalMul * aggressive; firm = attr.firm * defensive; resilience = attr.resilience * defensive; weaponID = i.montserStateMachineId; colliderSize = i.colliderSize.x; hitColliderSize = i.hitColliderSize.x == 0 ? 0.5 : i.hitColliderSize.x; height = i.hitColliderSize.y == 0 ? 2.0 : i.hitColliderSize.y; colliderHeight = i.colliderSize.y == 0 ? height : i.colliderSize.y; colliderOffset = i.colliderOffset; hitColliderOffset = i.hitColliderOffset; standardRunSpeed = i.moveSpeed * 0.1; _SetField(CreatureFields.Level, 0); //怪物等级通过场景行为去确定,初始化不赋值 _SetField(CreatureFields.Crit, attr.critical * aggressive); _SetField(CreatureFields.CritMul, attr.criticalMul * aggressive); _SetField(CreatureFields.Firm, attr.firm * defensive); _SetField(CreatureFields.Resilience, attr.resilience * defensive); _SetField(CreatureFields.AttackSpeed, attr.attackSpeed <= 0 ? 1 : attr.attackSpeed); _SetField(CreatureFields.MoveSpeed, 1.0); UpdateColliders(); }
public static MonsterCreature CreateMonster(int monsterID, int group, int level, Vector3_ pos, Vector3 rot, StageInfo stage = null, string name = "", string uiName = "", bool needHealthBar = true) { var info = ConfigManager.Get <MonsterInfo>(monsterID); if (info == null) { Logger.LogError("MonsterCreature::Create: Create monster failed, could not find monster [{0}]", monsterID); return(null); } var rootNode = new GameObject().transform; if (!CreateMorphNodes(info.models, rootNode)) { Logger.LogError("MonsterCreature::Create: Create monster [{0}:{1}] failed, main model [{2}] not loaded", monsterID, info.name, CreatureInfo.GetMorphModelName(info.models, 0)); return(null); } rootNode.position = pos; rootNode.eulerAngles = rot; var c = Create <MonsterCreature>(string.IsNullOrEmpty(name) ? info.name : name, rootNode.gameObject); c.isCombat = true; c.InitPosition(pos); if (info.npcId > 0) { var npc = moduleNpc.GetTargetNpc(info.npcId); if (npc != null) { CharacterEquip.ChangeNpcFashion(c, npc.mode); } else { Logger.LogError($"monster表里monsterID = {info.npcId} 配置的NpcID错误,没有ID = {info.npcId}的Npc"); } } //如果配置有属性修正,则直接使用玩家的等级作为参考模板 int targetLevel = (stage != null && stage.levelCorrection) ? modulePlayer.roleInfo.level : level; double aggr = stage != null ? 1.0 + stage.aggressiveCorrection : 1.0; double defen = stage != null ? 1.0 + stage.defensiveCorrection : 1.0; bool isSuccess = false; MonsterAttriubuteInfo attribute = ConfigManager.Get <MonsterAttriubuteInfo>(info.AttributeConfigId); if (!attribute) { var attList = ConfigManager.GetAll <MonsterAttriubuteInfo>(); attribute = attList.GetValue(0); Logger.LogError("Could not find MonsterAttriubuteInfo with monsterId {0} AttributeConfigId [{1}] we will use attri with id {2} to replace", monsterID, info.AttributeConfigId, attribute ? attribute.ID : -1); } if (attribute) { for (int i = 0, length = attribute.monsterAttriubutes.Length; i < length; i++) { if (targetLevel == attribute.monsterAttriubutes[i].level) { isSuccess = true; c.UpdateConfig(info, attribute.monsterAttriubutes[i], aggr, defen); c._SetField(CreatureFields.Level, targetLevel); //怪物等级在怪物创建的时候去确定,初始化不赋值 break; } } //To avoid level is invalid if (!isSuccess) { MonsterAttriubuteInfo.MonsterAttriubute attri = attribute.monsterAttriubutes[attribute.monsterAttriubutes.Length - 1]; int maxLevel = attri.level; c.UpdateConfig(info, attri, aggr, defen); c._SetField(CreatureFields.Level, maxLevel); //怪物等级在怪物创建的时候去确定,初始化不赋值 Logger.LogError("怪物等级修正非法!player.level = {0} ,monster max level = {1} ", modulePlayer.roleInfo.level, maxLevel); } } c.isPlayer = false; c.isMonster = true; c.isRobot = false; c.roleProto = 0; c.uiName = string.IsNullOrEmpty(uiName) ? info ? info.name : c.name : uiName; //怪物属性记录 c.monsterInfo = info; c.monsterId = monsterID; c.monsterGroup = group; c.creatureCamp = group >= -1 ? CreatureCamp.MonsterCamp : group == -2 ? CreatureCamp.PlayerCamp : group == -3 ? CreatureCamp.NeutralCamp : CreatureCamp.None; c.monsterLevel = level; c.isBoss = false; c.isSendDeathCondition = false; c.teamIndex = GetMonsterRoomIndex(); c.obstacleMask = info.iobstacleMask; c.ignoreObstacleMask = info.iignoreObstacleMask; c.gameObject.name = Util.Format("{0}-> id:{1} group:{2} tIdx:{3}", info.name, info.ID, group, c.Identify); c.OnCreate(); c.hpVisiableCount = needHealthBar ? 1 : 0; return(c); }