GetActualProperty() public method

public GetActualProperty ( ) : CharacterProperty
return CharacterProperty
        public static void Calc(EntityInfo entity)
        {
            ResetBaseProperty(entity);
            RefixAttrByImpact(entity);

            int hpMax = entity.GetActualProperty().HpMax;
            entity.GetActualProperty().SetHpMax(Operate_Type.OT_Absolute, hpMax);
        }
        public static void Calc(EntityInfo entity)
        {
            ResetBaseProperty(entity);
            RefixAttrByImpact(entity);

            int hpMax = entity.GetActualProperty().HpMax;

            entity.GetActualProperty().SetHpMax(Operate_Type.OT_Absolute, hpMax);
        }
示例#3
0
        private void OnDamage(int receiver, int caster, bool isNormalDamage, bool isCritical, int hpDamage, int npDamage)
        {
            if (receiver == LeaderID && caster > 0)
            {
                bool newSelect = true;
                if (null != SelectedTarget)
                {
                    EntityInfo curTarget = GetEntityById(ClientModule.Instance.SelectedTarget.TargetId);
                    if (curTarget == SelectedTarget.Target)
                    {
                        newSelect = false;
                    }
                }
                if (newSelect)
                {
                    SetLockTarget(caster);
                }
            }
            EntityInfo entity    = GetEntityById(receiver);
            EntityInfo casterNpc = GetEntityById(caster);

            while (null != casterNpc && casterNpc.SummonerId > 0)
            {
                casterNpc = GetEntityById(casterNpc.SummonerId);
                if (null != casterNpc)
                {
                    caster = casterNpc.GetId();
                }
            }
            if (null != entity)
            {
                if (hpDamage != 0)
                {
                    float hp = (float)entity.Hp / entity.GetActualProperty().HpMax;
                    Utility.EventSystem.Publish("ui_actor_hp", "ui", entity.GetId(), hp);
                    //if (receiver == LeaderID || caster == LeaderID) {
                    Utility.EventSystem.Publish("ui_show_hp_num", "ui", entity.GetId(), -hpDamage);
                    //}
                    if (caster == LeaderID)
                    {
                        EntityViewModel view = EntityController.Instance.GetEntityViewById(receiver);
                        if (view != null)
                        {
                            view.SetRedEdge(1.0f);
                        }
                    }
                }
                if (npDamage != 0)
                {
                    float mp = (float)entity.Energy / entity.GetActualProperty().EnergyMax;
                    Utility.EventSystem.Publish("ui_actor_mp", "ui", entity.GetId(), mp, -npDamage);
                    //ClientModuleUtility.EventSystem.Publish("ui_show_mp_num", "ui", entity.GetId(), -npDamage);
                }
            }
        }
        public bool CastSkill(int objId, int skillId)
        {
            bool       ret = false;
            EntityInfo obj = GetEntityById(objId);

            if (null != obj)
            {
                SkillInfo skillInfo = obj.GetSkillStateInfo().GetSkillInfoById(skillId);
                if (null != skillInfo)
                {
                    if (obj.Energy >= obj.GetActualProperty().EnergyMax)
                    {
                        if (!skillInfo.IsInCd(TimeUtility.GetLocalMilliseconds()))
                        {
                            int targetId = 0;
                            if (null != SelectedTarget)
                            {
                                targetId = SelectedTarget.TargetId;
                            }
                            if (IsRoomScene)
                            {
                                Network.NetworkSystem.Instance.SyncPlayerSkill(obj, skillId, targetId, obj.GetMovementStateInfo().GetFaceDir());
                            }
                            else
                            {
                                AiStateInfo aiInfo = obj.GetAiStateInfo();
                                aiInfo.Target = targetId;
                                if (aiInfo.AiLogic == (int)AiStateLogicId.Entity_Leader)
                                {
                                    AiData_Leader data = aiInfo.AiDatas.GetData <AiData_Leader>();
                                    if (null == data)
                                    {
                                        data = new AiData_Leader();
                                        aiInfo.AiDatas.AddData(data);
                                    }
                                    data.ManualSkillId = skillId;
                                }
                                else
                                {
                                    AiData_General data = aiInfo.AiDatas.GetData <AiData_General>();
                                    if (null == data)
                                    {
                                        data = new AiData_General();
                                        aiInfo.AiDatas.AddData(data);
                                    }
                                    data.ManualSkillId = skillId;
                                }
                                aiInfo.ChangeToState((int)AiStateId.SkillCommand);
                            }
                            ret = true;
                        }
                    }
                }
            }
            return(ret);
        }
        public float GetNpcMp(int objID)
        {
            EntityInfo entity = GetEntityById(objID);

            if (entity != null)
            {
                float mp = (float)entity.Energy / entity.GetActualProperty().EnergyMax;
                return(mp);
            }
            return(0);
        }
        public CharacterProperty GetGameObjectProperty(int id)
        {
            CharacterProperty prop   = null;
            EntityInfo        entity = GetEntityById(id);

            if (null != entity)
            {
                prop = entity.GetActualProperty();
            }
            return(prop);
        }
 public void RefixCharacterProperty(EntityInfo entity)
 {
     if (DamageData.AddAttack != 0)
     {
         entity.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, DamageData.AddAttack);
     }
     if (DamageData.AddDefence != 0)
     {
         entity.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, DamageData.AddDefence);
     }
     if (DamageData.AddRps != 0)
     {
         entity.GetActualProperty().SetRps(Operate_Type.OT_Relative, DamageData.AddRps);
     }
     if (DamageData.AddCritical != 0)
     {
         entity.GetActualProperty().SetCritical(Operate_Type.OT_Relative, DamageData.AddCritical);
     }
     if (DamageData.AddCriticalPow != 0)
     {
         entity.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, DamageData.AddCriticalPow);
     }
     if (Math.Abs(DamageData.AddSpeed) > Geometry.c_FloatPrecision)
     {
         entity.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, DamageData.AddSpeed);
     }
 }
        private void MoveNpc(EntityInfo obj, long deltaTime)
        {
            if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep) ||
                obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition))
            {
                return;
            }
            MovementStateInfo msi = obj.GetMovementStateInfo();

            //npc执行移动时忽略阻挡与避让,这些行为由ai模块在规划其路径时执行。
            if (!obj.IsDead() && obj.CanMove && msi.IsMoving && !msi.IsSkillMoving)
            {
                ScriptRuntime.Vector3 pos = msi.GetPosition3D();
                float speed               = (float)obj.GetActualProperty().MoveSpeed;
                float distance            = (speed * (float)(int)deltaTime) / 1000.0f;
                ScriptRuntime.Vector3 dir = msi.TargetDir;

                //LogSystem.Debug("MovementSystem npc:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance);

                float x = 0, y = 0;
                if (msi.CalcDistancSquareToTarget() < distance * distance)
                {
                    x = msi.TargetPosition.X;
                    y = msi.TargetPosition.Z;
                    ScriptRuntime.Vector2 newPos = new ScriptRuntime.Vector2(x, y);
                    msi.SetPosition2D(newPos);

                    msi.IsMoving = false;
                    User user = obj.CustomData as User;
                    if (null != user)
                    {
                        Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(obj);
                        if (null != npcMoveBuilder)
                        {
                            Scene scene = user.OwnRoom.ActiveScene;
                            if (null != scene)
                            {
                                scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder);
                            }
                        }
                    }
                }
                else
                {
                    ScriptRuntime.Vector3 tpos = pos + dir * distance;
                    msi.SetPosition(tpos);
                }
            }
        }
 internal static Msg_RC_NpcMove BuildNpcMoveMessage(EntityInfo npc)
 {
     ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
     Msg_RC_NpcMove npcMoveBuilder = new Msg_RC_NpcMove();
     if (npc.GetMovementStateInfo().IsMoving) {
         npcMoveBuilder.npc_id = npc.GetId();
         npcMoveBuilder.velocity = ProtoHelper.EncodeFloat(npc.GetActualProperty().MoveSpeed);
         ScriptRuntime.Vector3 targetPos = npc.GetMovementStateInfo().TargetPosition;
         npcMoveBuilder.target_pos = ProtoHelper.EncodePosition2D(targetPos.X, targetPos.Z);
         npcMoveBuilder.cur_pos = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
     } else {
         npcMoveBuilder.npc_id = npc.GetId();
         npcMoveBuilder.cur_pos = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
     }
     return npcMoveBuilder;
 }
示例#10
0
        internal static Msg_RC_NpcMove BuildNpcMoveMessage(EntityInfo npc)
        {
            ScriptRuntime.Vector3 srcPos         = npc.GetMovementStateInfo().GetPosition3D();
            Msg_RC_NpcMove        npcMoveBuilder = new Msg_RC_NpcMove();

            if (npc.GetMovementStateInfo().IsMoving)
            {
                npcMoveBuilder.npc_id   = npc.GetId();
                npcMoveBuilder.velocity = ProtoHelper.EncodeFloat(npc.GetActualProperty().MoveSpeed);
                ScriptRuntime.Vector3 targetPos = npc.GetMovementStateInfo().TargetPosition;
                npcMoveBuilder.target_pos = ProtoHelper.EncodePosition2D(targetPos.X, targetPos.Z);
                npcMoveBuilder.cur_pos    = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
            }
            else
            {
                npcMoveBuilder.npc_id  = npc.GetId();
                npcMoveBuilder.cur_pos = ProtoHelper.EncodePosition2D(srcPos.X, srcPos.Z);
            }
            return(npcMoveBuilder);
        }
        internal static void DoPursuitCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
        {
            AiStateInfo info = entity.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 200)
            {
                EntityInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.Target);
                if (null != target)
                {
                    float   minDist              = entity.GetRadius() + target.GetRadius();
                    float   dist                 = (float)entity.GetActualProperty().AttackRange + minDist;
                    float   distGoHome           = entity.GohomeRange;
                    Vector3 targetPos            = target.GetMovementStateInfo().GetPosition3D();
                    ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
                    float dir = Geometry.GetYRadian(new Vector2(targetPos.X, targetPos.Z), new Vector2(srcPos.X, srcPos.Z));
                    targetPos.X += (float)(minDist * Math.Sin(dir));
                    targetPos.Z += (float)(minDist * Math.Cos(dir));
                    float powDist = Geometry.DistanceSquare(srcPos, targetPos);
                    if (powDist < dist * dist)
                    {
                        logic.AiSendStoryMessage(entity, "npc_pursuit_finish:" + entity.GetUnitId(), entity.GetId());
                        logic.AiSendStoryMessage(entity, "obj_pursuit_finish", entity.GetId());
                        logic.NotifyAiStopPursue(entity);
                        logic.ChangeToState(entity, (int)AiStateId.Idle);
                    }
                    else
                    {
                        logic.NotifyAiPursue(entity, targetPos);
                    }
                }
                else
                {
                    logic.AiSendStoryMessage(entity, "npc_pursuit_exit:" + entity.GetUnitId(), entity.GetId());
                    logic.AiSendStoryMessage(entity, "obj_pursuit_exit", entity.GetId());
                    logic.NotifyAiStopPursue(entity);
                    logic.ChangeToState(entity, (int)AiStateId.Idle);
                }
            }
        }
        private void MoveNpc(EntityInfo obj, long deltaTime)
        {
            if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep)
            || obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition)) {
            return;
              }
              MovementStateInfo msi = obj.GetMovementStateInfo();
              //npc执行移动时忽略阻挡与避让,这些行为由ai模块在规划其路径时执行。
              if (!obj.IsDead() && obj.CanMove && msi.IsMoving && !msi.IsSkillMoving) {
            ScriptRuntime.Vector3 pos = msi.GetPosition3D();
                float speed = (float)obj.GetActualProperty().MoveSpeed;
                float distance = (speed * (float)(int)deltaTime) / 1000.0f;
                ScriptRuntime.Vector3 dir = msi.TargetDir;

            //LogSystem.Debug("MovementSystem npc:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance);

                float x = 0, y = 0;
                if (msi.CalcDistancSquareToTarget() < distance * distance) {
                    x = msi.TargetPosition.X;
                    y = msi.TargetPosition.Z;
                    ScriptRuntime.Vector2 newPos = new ScriptRuntime.Vector2(x, y);
                    msi.SetPosition2D(newPos);

                    msi.IsMoving = false;
                    User user = obj.CustomData as User;
                    if (null != user) {
                        Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(obj);
                        if (null != npcMoveBuilder) {
                            Scene scene = user.OwnRoom.ActiveScene;
                            if (null != scene) {
                                scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder);
                            }
                        }
                    }
                } else {
                    ScriptRuntime.Vector3 tpos = pos + dir * distance;
                    msi.SetPosition(tpos);
                }
            }
        }
示例#13
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 internal void Create(EntityInfo entity)
 {
     if (null != entity)
     {
         m_Entity = entity;
         MovementStateInfo     msi = m_Entity.GetMovementStateInfo();
         ScriptRuntime.Vector3 pos = msi.GetPosition3D();
         float dir = msi.GetFaceDir();
         CreateActor(m_Entity.GetId(), m_Entity.GetModel(), pos.X, pos.Y, pos.Z, dir, m_Entity.Scale, m_Entity.GetRadius(), m_Entity.GetActualProperty().MoveSpeed);
         if (null != Actor)
         {
             m_Agent = Actor.GetComponent <NavMeshAgent>();
             if (m_Agent == null)
             {
                 m_Agent = Actor.AddComponent <NavMeshAgent>();
                 m_Agent.angularSpeed          = c_AngularSpeed;
                 m_Agent.acceleration          = c_Acceleration;
                 m_Agent.radius                = entity.GetRadius();
                 m_Agent.speed                 = entity.GetActualProperty().MoveSpeed;
                 m_Agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;
                 m_Agent.ResetPath();
             }
             m_Animator = Actor.GetComponentInChildren <Animator>();
             EntityDrawGizmos gizmos = Actor.GetComponent <EntityDrawGizmos>();
             if (null == gizmos)
             {
                 gizmos         = Actor.AddComponent <EntityDrawGizmos>();
                 gizmos.npcInfo = m_Entity;
             }
             else
             {
                 gizmos.npcInfo = m_Entity;
             }
             SetMoveAgentEnable(true);
         }
     }
 }
 public void RefixCharacterProperty(EntityInfo entity)
 {
     if (DamageData.AddAttack != 0) {
         entity.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, DamageData.AddAttack);
     }
     if (DamageData.AddDefence != 0) {
         entity.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, DamageData.AddDefence);
     }
     if (DamageData.AddRps != 0) {
         entity.GetActualProperty().SetRps(Operate_Type.OT_Relative, DamageData.AddRps);
     }
     if (DamageData.AddCritical != 0) {
         entity.GetActualProperty().SetCritical(Operate_Type.OT_Relative, DamageData.AddCritical);
     }
     if (DamageData.AddCriticalPow != 0) {
         entity.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, DamageData.AddCriticalPow);
     }
     if (Math.Abs(DamageData.AddSpeed) > Geometry.c_FloatPrecision) {
         entity.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, DamageData.AddSpeed);
     }
 }
 internal void Create(EntityInfo entity)
 {
     if (null != entity) {
         m_Entity = entity;
         MovementStateInfo msi = m_Entity.GetMovementStateInfo();
         ScriptRuntime.Vector3 pos = msi.GetPosition3D();
         float dir = msi.GetFaceDir();
         CreateActor(m_Entity.GetId(), m_Entity.GetModel(), pos.X, pos.Y, pos.Z, dir, m_Entity.Scale, m_Entity.GetRadius(), m_Entity.GetActualProperty().MoveSpeed);
         if (null != Actor) {
             m_Agent = Actor.GetComponent<NavMeshAgent>();
             if (m_Agent == null) {
                 m_Agent = Actor.AddComponent<NavMeshAgent>();
                 m_Agent.angularSpeed = c_AngularSpeed;
                 m_Agent.acceleration = c_Acceleration;
                 m_Agent.radius = entity.GetRadius();
                 m_Agent.speed = entity.GetActualProperty().MoveSpeed;
                 m_Agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;
                 m_Agent.ResetPath();
             }
             m_Animator = Actor.GetComponentInChildren<Animator>();
             EntityDrawGizmos gizmos = Actor.GetComponent<EntityDrawGizmos>();
             if (null == gizmos) {
                 gizmos = Actor.AddComponent<EntityDrawGizmos>();
                 gizmos.npcInfo = m_Entity;
             } else {
                 gizmos.npcInfo = m_Entity;
             }
             SetMoveAgentEnable(true);
         }
     }
 }
 internal static void DoPursuitCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
 {
     AiStateInfo info = entity.GetAiStateInfo();
     info.Time += deltaTime;
     if (info.Time > 200) {
         EntityInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.Target);
         if (null != target) {
             float minDist = entity.GetRadius() + target.GetRadius();
             float dist = (float)entity.GetActualProperty().AttackRange + minDist;
             float distGoHome = entity.GohomeRange;
             Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
             ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
             float dir = Geometry.GetYRadian(new Vector2(targetPos.X, targetPos.Z), new Vector2(srcPos.X, srcPos.Z));
             targetPos.X += (float)(minDist * Math.Sin(dir));
             targetPos.Z += (float)(minDist * Math.Cos(dir));
             float powDist = Geometry.DistanceSquare(srcPos, targetPos);
             if (powDist < dist * dist) {
                 logic.AiSendStoryMessage(entity, "npc_pursuit_finish:" + entity.GetUnitId(), entity.GetId());
                 logic.AiSendStoryMessage(entity, "obj_pursuit_finish", entity.GetId());
                 logic.NotifyAiStopPursue(entity);
                 logic.ChangeToState(entity, (int)AiStateId.Idle);
             } else {
                 logic.NotifyAiPursue(entity, targetPos);
             }
         } else {
             logic.AiSendStoryMessage(entity, "npc_pursuit_exit:" + entity.GetUnitId(), entity.GetId());
             logic.AiSendStoryMessage(entity, "obj_pursuit_exit", entity.GetId());
             logic.NotifyAiStopPursue(entity);
             logic.ChangeToState(entity, (int)AiStateId.Idle);
         }
     }
 }
示例#17
0
        private void TickEntities()
        {
            m_DeletedEntities.Clear();
            for (LinkedListNode <EntityInfo> linkNode = m_EntityMgr.Entities.FirstValue; null != linkNode; linkNode = linkNode.Next)
            {
                EntityInfo info = linkNode.Value;
                info.RetireAttackerInfos(60000);
                if (info.LevelChanged || info.GetSkillStateInfo().BuffChanged)
                {
                    AttrCalculator.Calc(info);
                    info.LevelChanged = false;
                    info.GetSkillStateInfo().BuffChanged = false;
                }
                if (info.IsBorning)
                {
                    if (info.BornTime <= 0)
                    {
                        SkillInfo skillInfo = info.GetSkillStateInfo().GetSkillInfoById(info.BornSkillId);
                        if (info.BornSkillId > 0 && null != skillInfo)
                        {
                            info.BornTime = TimeUtility.GetLocalMilliseconds();
                            m_SkillSystem.StartSkill(info.GetId(), skillInfo.ConfigData, 0);
                        }
                        else
                        {
                            info.IsBorning = false;
                            info.BornTime  = 0;
                            info.SetAIEnable(true);
                            info.SetStateFlag(Operate_Type.OT_RemoveBit, CharacterState_Type.CST_Invincible);
                        }
                    }
                    else if (info.BornTime + info.BornTimeout < TimeUtility.GetLocalMilliseconds())
                    {
                        info.IsBorning = false;
                        info.BornTime  = 0;
                        info.SetAIEnable(true);
                        info.SetStateFlag(Operate_Type.OT_RemoveBit, CharacterState_Type.CST_Invincible);
                    }
                }
                if (info.IsDead() && !info.NeedDelete)
                {
                    if (info.DeadTime <= 0)
                    {
                        CalcKillIncome(info);
                        //发送npc死亡消息
                        Msg_RC_NpcDead npcDeadBuilder = new Msg_RC_NpcDead();
                        npcDeadBuilder.npc_id = info.GetId();
                        NotifyAllUser(RoomMessageDefine.Msg_RC_NpcDead, npcDeadBuilder);

                        SkillInfo skillInfo = info.GetSkillStateInfo().GetSkillInfoById(info.DeadSkillId);
                        if (info.DeadSkillId > 0 && null != skillInfo)
                        {
                            info.DeadTime = TimeUtility.GetLocalMilliseconds();
                            m_SkillSystem.StopAllSkill(info.GetId(), true, false, true);
                            m_SkillSystem.StartSkill(info.GetId(), skillInfo.ConfigData, 0);
                            OnEntityKilled(info);
                        }
                        else
                        {
                            if (null == info.CustomData as User)
                            {
                                info.DeadTime   = 0;
                                info.NeedDelete = true;
                                OnEntityKilled(info);
                            }
                            else
                            {
                                info.DeadTime = TimeUtility.GetLocalMilliseconds();
                            }
                        }
                    }
                    else
                    {
                        if (null == info.CustomData as User && info.DeadTime + info.DeadTimeout < TimeUtility.GetLocalMilliseconds())
                        {
                            info.DeadTime   = 0;
                            info.NeedDelete = true;

                            //重新发送npc死亡消息
                            Msg_RC_NpcDead npcDeadBuilder = new Msg_RC_NpcDead();
                            npcDeadBuilder.npc_id = info.GetId();
                            NotifyAllUser(RoomMessageDefine.Msg_RC_NpcDead, npcDeadBuilder);
                        }
                        else if (null != info.CustomData as User && info.DeadTime + info.ReliveTimeout < TimeUtility.GetLocalMilliseconds())
                        {
                            info.DeadTime = 0;
                            info.SetHp(Operate_Type.OT_Absolute, info.GetActualProperty().HpMax);
                            info.SetEnergy(Operate_Type.OT_Absolute, info.GetActualProperty().EnergyMax);

                            Msg_RC_SyncProperty npcProp = DataSyncUtility.BuildSyncPropertyMessage(info);
                            NotifyAllUser(RoomMessageDefine.Msg_RC_SyncProperty, npcProp);
                        }
                    }
                }
                if (info.NeedDelete)
                {
                    m_DeletedEntities.Add(info);
                }
            }
            if (m_DeletedEntities.Count > 0)
            {
                int enemyCt  = 0;
                int friendCt = 0;
                Msg_RC_DestroyNpc destroyNpcBuilder = new Msg_RC_DestroyNpc();
                for (int i = 0; i < m_DeletedEntities.Count; ++i)
                {
                    EntityInfo ni = m_DeletedEntities[i];
                    if (CharacterRelation.RELATION_ENEMY == EntityInfo.GetRelation((int)CampIdEnum.Blue, ni.GetCampId()))
                    {
                        ++enemyCt;
                    }
                    else if (CharacterRelation.RELATION_FRIEND == EntityInfo.GetRelation((int)CampIdEnum.Blue, ni.GetCampId()))
                    {
                        ++friendCt;
                    }
                    //发送npc消失消息
                    destroyNpcBuilder.npc_id = ni.GetId();
                    NotifyAllUser(RoomMessageDefine.Msg_RC_DestroyNpc, destroyNpcBuilder);
                    DestroyEntity(ni);
                }
                TryAllKilledOrAllDied(enemyCt > 0, friendCt > 0);
            }
            m_EntityMgr.ExecuteDelayAdd();
        }