protected override void _Load() { m_dicData.Clear(); for (int i = 0; i < m_csv.GetRows(); i++) { SkillStepCsvData data = new SkillStepCsvData(); data.id = m_csv.GetIntData(i, (int)eSkillStepCsv.id); data.name = m_csv.GetData(i, (int)eSkillStepCsv.name); data.animaName = m_csv.GetIntData(i, (int)eSkillStepCsv.animaName); data.effectId = m_csv.GetIntData(i, (int)eSkillStepCsv.effectId); data.bindPoint = m_csv.GetData(i, (int)eSkillStepCsv.bindPoint); data.startTime = m_csv.GetIntData(i, (int)eSkillStepCsv.startTime); data.forwardAnimaId = m_csv.GetIntData(i, (int)eSkillStepCsv.ForwardAnimaId); data.backAnimaId = m_csv.GetIntData(i, (int)eSkillStepCsv.BackAnimaId); m_dicData.Add(data); } }
public void Init() { CCreature player = CCreatureMgr.Get(m_curSkillCmd.m_casterUid); if (m_curSkillCmd.m_skillId == 0) { m_skillInfo = player.GetSkillByIndex(m_curSkillCmd.m_skillIndex).m_skillInfo; } else { // 组合技能 SkillCsv skillCsv = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); m_skillInfo = skillCsv.GetData(m_curSkillCmd.m_skillId); } int skillId = m_skillInfo.id; SkillStepCsv step = CsvManager.Inst.GetCsv <SkillStepCsv>((int)eAllCSV.eAC_SkillStep); m_casterData = step.GetCasterData(skillId); //Debug.Log("播放施法动作" + m_casterData.animaName); if (player.m_vCreature == null) { return; } if (m_casterData == null) { Debug.LogError("技能子表 施法配置为空:" + skillId); return; } m_casterObject = player.GetVObject(); m_casterObject.StartRotate(m_curSkillCmd.m_dir.ToVector3()); Start(); }