2023-12-20 13:47:28 +08:00
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using System.Collections.Generic;
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using cfg.MonsterCfg;
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using Framework;
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2024-01-15 12:47:59 +08:00
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using Gameplay.Utils;
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2023-12-20 13:47:28 +08:00
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using UnityEngine;
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namespace CharacterBuilder
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{
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public class NpcBuildData : BaseRoleBuildData
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{
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public readonly DataMonsterClass mainConfig;
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public NpcBuildData(DataMonsterClass mainConfig)
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{
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this.mainConfig = mainConfig;
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weaponConfig = EditorTableManager.instance.tables.WeaponConfig.Get(mainConfig.WeaponId);
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2023-12-29 17:00:23 +08:00
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emojiExt = new EmojiExtInfo();
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emojiExt.emojiId = mainConfig.DefaultEmojiImgId;
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emojiExt.eyebowsType = mainConfig.EmojiEyeBowsType;
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emojiExt.eyebowsColor = mainConfig.EmojiEyeBowsColor;
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emojiExt.eyesColor = mainConfig.EmojiEyesColor;
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2024-01-30 15:59:14 +08:00
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attackAnimOrder = 1;
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2024-01-30 16:07:34 +08:00
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reloadAnimOrder = 1;
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2023-12-20 13:47:28 +08:00
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}
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public override void RebuildAll(Dictionary<string, AnimationClip> clipDict)
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{
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2024-01-02 19:26:01 +08:00
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if (weaponConfig == null)
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{
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Debug.LogError($"对象:{mainConfig.NameId}未配置武器,取消导出");
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return;
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}
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2023-12-20 13:47:28 +08:00
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var nameId = mainConfig.NameId;
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2024-01-15 12:47:59 +08:00
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var srcPath = PathEx.GetEnemySrcModelPath(nameId);
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_Rebuild(clipDict, srcPath, nameId);
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2023-12-20 13:47:28 +08:00
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}
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public override string CheckAnims(Dictionary<string, AnimationClip> dict)
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{
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var nameId = mainConfig.NameId;
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var checkInfo = _CheckAnims(dict, nameId);
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if (!string.IsNullOrEmpty(checkInfo))
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{
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return checkInfo;
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}
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return null;
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}
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}
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}
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