protected override void OnModuleCreated() { m_roleInfo = PacketObject.Create <PRoleInfo>(); m_buffs = new int[] { }; m_skills = new PSkill[] { }; m_proto = m_roleInfo.roleProto; m_gender = m_roleInfo.gender; m_bulletCount = 5; m_energy = 0; m_maxEnergy = 100; m_coinCount = 0; m_gemCount = 0; m_wishCoinCount = 0; #region Debug #if DEVELOPMENT_BUILD || UNITY_EDITOR EventManager.AddEventListener("OnGmLockClass", OnGMLockClass); #endif #endregion }
/// <summary> /// 需要把玩家自己的信息记录到字典中去,保证自己的位置信息能够更新 /// </summary> public PNmlPlayer AddSelfPlayerData() { PRoleInfo info = modulePlayer.roleInfo; if (m_bordlandPlayers.ContainsKey(info.roleId)) { return(m_bordlandPlayers[info.roleId]); } PNmlPlayer self = PacketObject.Create <PNmlPlayer>(); self.roleId = info.roleId; self.roleProto = (byte)modulePlayer.proto; self.roleName = info.roleName; self.level = (sbyte)info.level; self.gender = (sbyte)modulePlayer.gender; self.state = (byte)EnumBordlandCreatureState.Idle; self.pos = selfInitPosition.ToPPostion(); self.fashion = PacketObject.Create <PFashion>(); self.pet = modulePet.FightingPet != null ? modulePet.FightingPet.Item :null; for (int i = 0, count = moduleEquip.currentDressClothes.Count; i < count; i++) { PItem item = moduleEquip.currentDressClothes[i]; PropItemInfo itemInfo = item?.GetPropItem(); if (itemInfo == null) { continue; } switch (itemInfo.itemType) { case PropType.Weapon: if (itemInfo.subType != (byte)WeaponSubType.Gun) { self.fashion.weapon = item.itemTypeId; } else { self.fashion.gun = item.itemTypeId; } break; case PropType.FashionCloth: switch ((FashionSubType)itemInfo.subType) { case FashionSubType.UpperGarment: case FashionSubType.FourPieceSuit: case FashionSubType.TwoPieceSuit: self.fashion.clothes = item.itemTypeId; break; case FashionSubType.Pants: self.fashion.trousers = item.itemTypeId; break; case FashionSubType.Glove: self.fashion.glove = item.itemTypeId; break; case FashionSubType.Shoes: self.fashion.shoes = item.itemTypeId; break; case FashionSubType.Hair: self.fashion.hair = item.itemTypeId; break; case FashionSubType.ClothGuise: self.fashion.guiseId = item.itemTypeId; break; case FashionSubType.HeadDress: self.fashion.headdress = item.itemTypeId; break; case FashionSubType.HairDress: self.fashion.hairdress = item.itemTypeId; break; case FashionSubType.FaceDress: self.fashion.facedress = item.itemTypeId; break; case FashionSubType.NeckDress: self.fashion.neckdress = item.itemTypeId; break; } break; } } AddPlayerData(self); return(self); }