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; } } } }
DataTemplateMgr <WeaponLogicData> weaponLogicDataMgr; // 武器数据容器 private WeaponConfigProvider() { weaponLogicDataMgr = new DataTemplateMgr <WeaponLogicData>(); }
DataTemplateMgr <SoundLogicData> soundLogicDataMgr; // 声音数据容器 private SkillConfigProvider() { skillLogicDataMgr = new DataTemplateMgr <SkillLogicData>(); impactLogicDataMgr = new DataTemplateMgr <ImpactLogicData>(); soundLogicDataMgr = new DataTemplateMgr <SoundLogicData>(); }
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>(); }