private void _init_data() { //CanMovement = true; Id = EntityId.Get(); _cnf = StaticCnf.FindData <HeroInfoCnf>(Template); _skillSet.OnReset(Template); _attrProp = new EntityAttributeProperty(Id); }
public void OnReset(int hero_id) { _sequence_map.Clear(); // 初始化技能列表 HeroInfoCnf hero_cnf = StaticCnf.FindData <HeroInfoCnf>(hero_id); int[] skill_list = hero_cnf.skillid_list; int length = skill_list.Length; int skill_type_normal_attack = (int)E_SkillType.normal; for (int i = 0; i < length; i++) { if (skill_list[i] == 0) { continue; } // 确定普通攻击 SpellInfoCnf space_info = StaticCnf.FindData <SpellInfoCnf>(skill_list[i]); if (space_info.skill_types == skill_type_normal_attack) { normal_attack.AddSkill(skill_list[i]); } /*SkillFactory skill = null; * // * if (space_info.process_template == "normal") * { * skill = new SkillSequenceNormal(); * } * else if (space_info.process_template == "born") * { * skill = new SkillZhaoYunBorn(); * } * else if (space_info.process_template == "qianchong") * { * skill = new SkillZhaoYunQianChong(); * } * else if (space_info.process_template == "tiaokong") * { * skill = new SkillZhaoYunTiao(); * } * if (skill == null) continue; * _sequence_map.Add(skill_list[i], skill.Create(this, space_info));*/ //_sequence_map.Add(skill_list[i], SkillFactory.Create()); } _can_cast_skill = true; }