private void BuildMuzzlePosData(DataTemplateMgr <MuzzlePosConfigData> configData, MyDictionary <int, MyDictionary <int, Vector3> > posData)
 {
     foreach (MuzzlePosConfigData cfg in configData.GetData().Values)
     {
         MyDictionary <int, Vector3> poses = null;
         if (!posData.ContainsKey(cfg.m_UsagerId))
         {
             poses = new MyDictionary <int, Vector3>();
             posData.Add(cfg.m_UsagerId, poses);
         }
         else
         {
             poses = posData[cfg.m_UsagerId];
         }
         if (null != poses)
         {
             if (!poses.ContainsKey(cfg.m_WeaponId))
             {
                 poses.Add(cfg.m_WeaponId, cfg.m_MuzzlePos);
             }
             else
             {
                 poses[cfg.m_WeaponId] = cfg.m_MuzzlePos;
             }
         }
     }
 }
示例#2
0
        DataTemplateMgr <WeaponLogicData> weaponLogicDataMgr; // 武器数据容器

        private WeaponConfigProvider()
        {
            weaponLogicDataMgr = new DataTemplateMgr <WeaponLogicData>();
        }
示例#3
0
        DataTemplateMgr <SoundLogicData> soundLogicDataMgr;   // 声音数据容器

        private SkillConfigProvider()
        {
            skillLogicDataMgr  = new DataTemplateMgr <SkillLogicData>();
            impactLogicDataMgr = new DataTemplateMgr <ImpactLogicData>();
            soundLogicDataMgr  = new DataTemplateMgr <SoundLogicData>();
        }
示例#4
0
 private DynamicSceneConfigProvider()
 {
     m_DynamicSceneLogicDataMgr = new DataTemplateMgr <Data_DynamicSceneConfig>();
 }
 /**
  * @brief 构造函数
  */
 public MapDataProvider()
 {
     m_UnitMgr       = new DataTemplateMgr <Data_Unit>();
     m_SceneLogicMgr = new DataTemplateMgr <SceneLogicConfig>();
 }