示例#1
0
    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
    }
示例#2
0
    /// <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);
    }