示例#1
0
 public bool IsValid()
 {
     if (!Info.IsValid())
     {
         return(false);
     }
     return(true);
 }
示例#2
0
        public override void SetDatas()
        {
            MGgDataMapping dataMapping   = MCgDataMapping.Get <MGgDataMapping>();
            MGgPlayerState myPlayerState = (MGgPlayerState)PlayerState;

            if (!bPlacedInWorld || !MyInfo.IsValid())
            {
                MyInfo.Copy(myPlayerState.PlayerData.Info);
            }

            MyData_Character = dataMapping.LoadData <MGgData_Character>(EGgAssetType.Characters, MyInfo.Character);

            MyData_CharacterMeshSkin     = dataMapping.LoadData <MGgData_CharacterMeshSkin>(EGgAssetType.CharacterMeshSkins, MyInfo.MeshSkin);
            MyData_CharacterMaterialSkin = dataMapping.LoadData <MGgData_CharacterMaterialSkin>(EGgAssetType.CharacterMaterialSkins, MyInfo.MaterialSkin);

            Data_Weapons.Clear();

            CurrentWeaponCount = 1;

            //Data_Weapons.Reserve(CurrentWeaponCount);

            for (int i = 0; i < CurrentWeaponCount; ++i)
            {
                MGgData_Weapon data = dataMapping.LoadData <MGgData_Weapon>(EGgAssetType.Weapons, MyInfo.Weapon);
                Data_Weapons.Add(data);
            }

            Data_WeaponMaterialSkins.Clear();
            //Data_WeaponMaterialSkins.Reserve(CurrentWeaponCount);

            for (int i = 0; i < CurrentWeaponCount; ++i)
            {
                MGgData_WeaponMaterialSkin data = dataMapping.LoadData <MGgData_WeaponMaterialSkin>(EGgAssetType.WeaponMaterialSkins, MyInfo.WeaponMaterialSkin);
                Data_WeaponMaterialSkins.Add(data);
            }
        }