public static bool HasExistResourceActorId(uint actorId) { string prefab = RoleHelp.GetPrefabName(actorId); if (prefab == null || prefab == "") { return(false); } if (prefab != "" && SGameEngine.ResourceLoader.Instance.is_exist_asset("Assets/Res/" + prefab + ".prefab")) { return(true); } //资源不存在,尝试默认资源 DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(actorId)) { return(false); } DBActor.ActorData data = db.GetData(actorId); if (data.default_actor_id == 0 || actorId == data.default_actor_id) { return(false); } return(HasExistResourceActorId(data.default_actor_id)); }
public static uint CheckResourceActorId(uint actorId) { string prefab = RoleHelp.GetPrefabName(actorId); if (prefab != "" && SGameEngine.ResourceLoader.Instance.is_exist_asset("Assets/Res/" + prefab + ".prefab") == false) {//资源不存在,尝试默认资源 DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(actorId)) { return(actorId); } DBActor.ActorData data = db.GetData(actorId); if (data.default_actor_id != 0) { return(data.default_actor_id); } return(actorId); } else { return(actorId); } }
/// <summary> /// 设置变身技能 /// </summary> /// <param name="actor_id"></param> void SetShapeShiftSkill(uint actor_id) { DBActor db = DBManager.Instance.GetDB <DBActor>(); if (db == null) { return; } Dictionary <DBCommandList.OPFlag, SkillInfo> config = null; if (!mFitSkillIdPos.TryGetValue(m_ShiftFitIdx, out config)) { config = new Dictionary <DBCommandList.OPFlag, SkillInfo>(); mFitSkillIdPos[m_ShiftFitIdx] = config; } // 拿到玩家职业的默认按键信息数据 DBActor.ActorData act_data = db.GetData(actor_id); if (act_data != null) { for (uint i = 0; i < act_data.skill_count; ++i) { SkillInfo info = new SkillInfo(); info.Id = act_data.skill_idx[i]; config[DBCommandList.BtnToOPFlag(i + 1)] = info; } } }
/// <summary> /// 通过角色表id来进行属性字段的初始化(用于LocalActorAttribure的初始化) /// </summary> /// <param name="type_id"></param> public void InitAttributeData(uint type_id) { //查表根据类型填充属性字段 DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (null == db) { GameDebug.Log("[ActorAttributeData]DBActor is null"); return; } if (!db.ContainsKey(type_id)) { GameDebug.Log("[ActorAttributeData]DBActor not exist type_id: " + type_id); return; } DBActor.ActorData data = db.GetData(type_id); Vocation = data.vocation; BehaviourTree = data.behaviour_tree + ".json"; SummonBehaviourTree = data.summon_behaviour_tree + ".json"; DefaultMotionRadius = data.motion_radius; WarTag = data.war_tag; AttackRotaion = data.attack_rotaion; Quality = (uint)data.color; Gravity = data.gravity; // 设置默认属性,保证初始的攻速为1 Attribute[GameConst.AR_ATK_SPEED_BASE].Value = 100; Attribute[GameConst.AR_ATK_SPEED_ADD].Value = 0; Attribute[GameConst.AR_MOVE_REAL_SPEED].Value = (uint)(data.runspeed); }
public UnitID CreateNPC(Neptune.NPC npcInfo, Actor parent = null) { if (npcInfo == null) { GameDebug.LogError("Error in create npc, npc info is null!!!"); return(null); } Vector3 bornPos = npcInfo.Position; NpcDefine npcDefine = NpcHelper.MakeNpcDefine((uint)npcInfo.ExcelId); if (npcDefine == null) { GameDebug.LogError("Error in create npc, npc define is null!!!"); return(null); } // 护送任务NPC可以创建多个 if (GetNpcByNpcId((uint)npcInfo.Id) != null && npcDefine.Function != NpcDefine.EFunction.ESCORT) { return(null); } uint uuid = GetAvailableUUId(npcInfo, npcDefine); DBActor dbActor = DBManager.GetInstance().GetDB <DBActor>(); DBActor.ActorData actorData = dbActor.GetData((uint)npcDefine.ActorId); bornPos = RoleHelp.GetPositionInScene((uint)npcDefine.ActorId, npcInfo.Position.x, npcInfo.Position.z); if (npcInfo.Id >= 300) { GameDebug.LogError("npcInfo.Id is too large! " + npcInfo.Id); } xc.UnitCacheInfo initData = new xc.UnitCacheInfo(EUnitType.UNITTYPE_NPC, uuid); initData.ClientNpc = npcInfo; initData.ClientNpcDefine = NpcHelper.MakeNpcDefine((uint)(npcInfo.ExcelId)); initData.CacheType = xc.UnitCacheInfo.EType.ET_Create; initData.PosBorn = bornPos; initData.ParentActor = parent; // 如果有父角色,则出生在父角色附近的一个随机位置 if (parent != null) { Vector3 pos = AIHelper.GetActorRangeRandomPosition(parent, 1f, 2f); bool result = false; initData.PosBorn = InstanceHelper.ClampInWalkableRange(pos, pos, out result); } mCreatings.Add(initData.UnitID.obj_idx); ActorManager.Instance.PushUnitCacheData(initData); return(initData.UnitID); }
/// <summary> /// 通过角色id来获取角色对应的在对话框里面的摄像机旋转 /// </summary> /// <param name="type_id"></param> /// <returns></returns> public static Vector3 GetPrefabCamRotateInDialogWnd(uint type_id) { DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(type_id)) { GameDebug.LogError(string.Format("GetPrefabCamRotateInDialogWnd Id:[{0}] don't exist", type_id)); return(Vector3.zero); } DBActor.ActorData data = db.GetData(type_id); return(ModelHelper.GetModelCamRotateInDialogWnd(data.model_id)); }
public static float GetPrefabFloatScale(uint type_id) { DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(type_id)) { GameDebug.LogError(string.Format("GetPrefabScale Id:[{0}] don't exist", type_id)); return(1f); } DBActor.ActorData data = db.GetData(type_id); return(ModelHelper.GetModelScale(data.model_id)); }
/// <summary> /// 通过角色id来获取角色对应的角色头像 /// </summary> /// <param name="type_id"></param> /// <returns></returns> public static string GetRoleIcon(uint type_id) { DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(type_id)) { GameDebug.LogError(string.Format("GetRoleIcon Id:[{0}] don't exist", type_id)); return(""); } DBActor.ActorData data = db.GetData(type_id); string icon = ModelHelper.GetModelIcon(data.model_id); if (icon.Length == 0) { return(string.Empty); } return(icon); }
/// <summary> /// 根据角色表id来获取角色的名字 /// </summary> public static string GetActorName(uint type_id) { DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(type_id)) { GameDebug.LogError(string.Format("GetActorName Id:[{0}] don't exist", type_id)); return(""); } DBActor.ActorData data = db.GetData(type_id); string name = data.name; if (name.Length == 0) { return(""); } return(name); }
/// <summary> /// 通过角色id来获取角色对应的资源名字 /// </summary> public static string GetPrefabName(uint type_id, bool is_local_player = false) { DBActor db = DBManager.GetInstance().GetDB <DBActor>(); if (!db.ContainsKey(type_id)) { GameDebug.LogError(string.Format("GetPreFabName Id:[{0}] don't exist", type_id)); return(""); } DBActor.ActorData data = db.GetData(type_id); string name = ModelHelper.GetModelPrefab(data.model_id, is_local_player); if (name.Length == 0) { return(string.Empty); } return(name); }