NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamManager.cs

813 lines
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using System;
using System.Collections;
using System.Collections.Generic;
using cfg.VehicleCfg;
using Cysharp.Threading.Tasks;
using UnityEngine;
using Framework;
using Gameplay;
using Gameplay.Character;
using Gameplay.Common;
using Gameplay.Level;
using Gameplay.Utils;
using Gameplay.Vehicle;
using Gameplay.Vehicle.Impl;
using Google.Protobuf.WellKnownTypes;
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using PhxhSDK;
using Constants = Framework.Constants;
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using EventManager = Framework.EventManager;
//队伍管理器
public class TeamManager
{
private static TeamManager m_instance;
private TeamManager()
{
//测试数据
//AllCharacterInfo allChaInfo = AllCharacterInfo.Instance;
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var useFullCharacters = SROptions.Current.UseFullCharacters;
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if (useFullCharacters)
{
CharacterDataInfoManager.Instance.AddAllCfgCharacter();
}
//var cInfos = CharacterDataInfoManager.Instance.DataList;
TeamEditManager.Instance.RefreshTeams();
var defaultTeam = TeamEditManager.Instance.GetSelectTeam();
var cIDs = defaultTeam.GetCharacterIDs();
if (useFullCharacters)
{
cIDs = CharacterDataInfoManager.Instance.DataList.ConvertAll((info) => info.ID).ToArray();
}
var vInfos = VehicleCultivateDataManager.Instance.DataList;
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List<SingleTeamCharacterInfo> selectList = new List<SingleTeamCharacterInfo>();
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int allCount = cIDs.Length + vInfos.Count;
var count = allCount > WAIT_LIMIT ? WAIT_LIMIT : allCount;
//Test
for (int i = 0; i < cIDs.Length; i++)
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{
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if (i < cIDs.Length)
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{
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var id = cIDs[i];
if (id > 0)
{
SingleTeamCharacterInfo singleInfo;
singleInfo = new SingleTeamCharacterInfo(CharacterDataInfoManager.Instance.DataDic[id]);
selectList.Add(singleInfo);
}
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}
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}
for (int i = 0; i < 1; i++)
{
if (i < vInfos.Count)
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{
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SingleTeamCharacterInfo singleInfo;
VehicleInfo v = new VehicleInfo(vInfos[i].nID,
TableManager.Instance.Tables.VehicleConfig.Get((int)vInfos[i].nID), vInfos[i]);
singleInfo = new SingleTeamCharacterInfo(vInfos[i].nID, v);
selectList.Add(singleInfo);
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}
}
m_allIDList = new List<uint>();
m_waitFightIDList = new List<uint>();
m_allCharactersMap = new Dictionary<uint, SingleTeamCharacterInfo>();
m_onFightIDList = new List<uint>();
m_deadIDList = new List<uint>();
m_enemyIDList = new List<uint>();
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_inVehicleIDList = new List<uint>();
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for (int i = 0; i < selectList.Count; i++)
{
uint uid = selectList[i].Uid;
m_allIDList.Add(uid);
m_allCharactersMap.Add(uid, selectList[i]);
if (selectList[i].IsVehicle())
{
m_waitFightIDList.Insert(0, uid);
}
else
{
m_waitFightIDList.Add(uid);
}
}
}
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private const int FIGHT_LIMIT = 5;
private const int VEHICLE_FIGHT_LIMIT = 1;
private const int WAIT_LIMIT = 7;
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//进入时初始队列,队伍信息池
private Dictionary<uint, SingleTeamCharacterInfo> m_allCharactersMap;
private List<uint> m_allIDList;
//上阵角色ID队列
private List<uint> m_onFightIDList;
//下阵角色ID队列
private List<uint> m_waitFightIDList;
//死亡角色ID队列
private List<uint> m_deadIDList;
//敌方NPCID列表
private List<uint> m_enemyIDList;
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//载具上的成员
private List<uint> _inVehicleIDList;
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//当前选择ID
private uint m_selectID= Constants.INVALID_UINT_ID;
//战斗进行时间,战斗开始时开始计时
private float m_fightPastTimeCount = 0;
private bool _isChanging = false;
public uint SelectID
{
get { return m_selectID; }
}
public static TeamManager Instance
{
get {
if (m_instance == null)
{
m_instance = new TeamManager();
}
return m_instance;
}
}
private void InitData()
{
Release();
}
bool IsDead(uint uid)
{
if (!m_allCharactersMap.ContainsKey(uid))
{
DebugUtil.LogError("传入ID有误!!!");
return false;
}
return m_allCharactersMap[uid].GetIsDead();
}
//战前上阵队列变化
void SendWaitToFightBefore(uint toFightUId)
{
foreach (var uid in m_waitFightIDList)
{
if (toFightUId == uid)
{
if (GetCharacterDataInfo(uid).IsVehicle())
{
m_onFightIDList.Insert(0, uid);
}
else
{
m_onFightIDList.Add(toFightUId);
}
m_waitFightIDList.Remove(toFightUId);
EventManager.Instance.Send(EventManager.EventName.LevelFightStartChange);
return;
}
}
}
//战斗中上阵
void SendWaitToFightFighting(uint toFightUId)
{
if (IsDead(toFightUId))
{
return;
}
foreach (var uid in m_waitFightIDList)
{
if (toFightUId == uid)
{
if (GetCharacterDataInfo(uid).IsVehicle())
{
m_onFightIDList.Insert(0, uid);
}
else
{
m_onFightIDList.Add(toFightUId);
}
m_waitFightIDList.Remove(toFightUId);
//EventSystem.Instance.Send(EventSystem.EventName.LevelFightStartChange);
return;
}
}
}
//战前下阵队列变化
void SendFightToWaitBefore(uint toWaitUid)
{
foreach (var uid in m_onFightIDList)
{
if (toWaitUid == uid)
{
if (GetCharacterDataInfo(uid).IsVehicle())
{
m_waitFightIDList.Insert(0, uid);
}
else
{
m_waitFightIDList.Add(toWaitUid);
}
m_onFightIDList.Remove(toWaitUid);
EventManager.Instance.Send(EventManager.EventName.LevelFightStartChange);
if (GetUnitType(toWaitUid) == SingleTeamCharacterInfo.CharacType.Vehicle)
{
var vehicle = GameUnitMapper.Inst.GetUnitById(toWaitUid);
if (vehicle != null)
{
VehicleManager.Inst.RemoveVehicleForPreview((PreviewVehicle)vehicle);
}
}
else
{
LevelManager.Instance.CurrentLevel.CharacterManager.Remove(toWaitUid);
}
return;
}
}
}
//战斗中下阵
void SendFightToWaitFighting(uint toWaitUid)
{
//LevelManager.Instance.CurrentLevel.CharacterManager.Remove(toWaitUid);
bool isDead = false;
if (IsDead(toWaitUid) && !m_deadIDList.Contains(toWaitUid))
{
if (GetCharacterDataInfo(toWaitUid).IsVehicle())
{
m_deadIDList.Insert(0, toWaitUid);
}
else
{
m_deadIDList.Add(toWaitUid);
}
isDead = true;
}
List<uint> tempList = new List<uint>();
foreach (var id in m_onFightIDList)
{
if (!m_deadIDList.Contains(id))
{
tempList.Add(id);
}
}
int idx = m_onFightIDList.FindIndex((id) =>
{
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if (m_deadIDList.Count > 0)
{
return m_deadIDList[0] == id;
}
return false;
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});
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idx = idx < 0 ? m_waitFightIDList.Count - m_deadIDList.Count : idx;
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if (isDead)
{
if (m_deadIDList.Count > 0)
{
if (m_allCharactersMap[toWaitUid].IsVehicle())
{
m_waitFightIDList.Insert(idx, toWaitUid);
m_onFightIDList.Remove(toWaitUid);
return;
}
}
m_waitFightIDList.Add(toWaitUid);
}
else
{
m_waitFightIDList.Insert(idx, toWaitUid);
}
m_onFightIDList.Remove(toWaitUid);
}
public void Release()
{
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m_allIDList.Clear();
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m_onFightIDList.Clear();
m_waitFightIDList.Clear();
m_allCharactersMap.Clear();
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_inVehicleIDList.Clear();
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if (m_deadIDList != null)
{
m_deadIDList.Clear();
}
m_instance = null;
}
public async UniTask TeamUIInit()
{
if(LevelManager.Instance.CurrentLevel.IsPreparing())
{
await UIManager.Instance.LoadNormalUI(UINameConst.UIFightScene);
await UIManager.Instance.LoadNormalUI(UINameConst.UI_StartBtn_CMSBtn);
await UIManager.Instance.LoadNormalUI(UINameConst.UITeamFight);
await UIManager.Instance.LoadNormalUI(UINameConst.UIFightClock);
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AssetManager.Instance.PostPreload(string.Format(UIManager.UI_PREFAB_PATH, UINameConst.UICharacterStateBar));
AssetManager.Instance.PostPreload(string.Format(UIManager.UI_PREFAB_PATH, UINameConst.UIVehicleStateBar));
AssetManager.Instance.PostPreload(string.Format(UIManager.UI_PREFAB_PATH, UINameConst.UIEnemyStateBar));
AssetManager.Instance.PostPreload(string.Format(UIManager.UI_PREFAB_PATH, UINameConst.UICharacterDamage));
//预加载士气值图片
AssetManager.Instance.PostPreload<Sprite>(LevelUIManager.GetMoralePic(true));
AssetManager.Instance.PostPreload<Sprite>(LevelUIManager.GetMoralePic(false));
//预加载数字图片
for (int i = 0; i < 10; i++)
{
AssetManager.Instance.PostPreload<Sprite>(LevelUIManager.GetNumberImage(i));
}
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var posterL = LevelUIManager.PaintingList;
for (int i = 0; i < posterL.Length; i++)
{
AssetManager.Instance.PostPreload<Sprite>(posterL[i]);
}
//预加载状态图片
AssetManager.Instance.PostPreload<Sprite>(Constants.UI_RETREATE_STATE);
AssetManager.Instance.PostPreload<Sprite>(Constants.UI_SUPPRESS_STATE);
AssetManager.Instance.PostPreload<Sprite>(Constants.UI_RETREATE_STATE_MAP);
AssetManager.Instance.PostPreload<Sprite>(Constants.UI_SUPPRESS_STATE_MAP);
AssetManager.Instance.PostPreload<Sprite>(Constants.UI_INVEHICLE_STATE);
await AssetManager.Instance.WaitAllPreloads();
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}
}
public void TeamUIOpen()
{
UIManager.Instance.OpenLoadedNormalUI(UINameConst.UI_StartBtn_CMSBtn);
UIManager.Instance.OpenLoadedNormalUI(UINameConst.UITeamFight);
UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightClock);
UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightScene);
}
public void SetSelectID(uint uid = Constants.INVALID_UINT_ID )
{
m_selectID = uid;
bool isNeedShow = ValueValidator.IsIdValid(m_selectID);
if (LevelManager.Instance.CurrentLevel.IsPreparing())
{
LevelManager.Instance.CurrentLevel.ShowPreparingRegion(isNeedShow);
}
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else if(LevelManager.Instance.CurrentLevel.IsInBattle())
{
if (m_waitFightIDList.Contains(uid))
{
LevelManager.Instance.CurrentLevel.ShowPreparingRegion(isNeedShow);
}
}
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LevelManager.Instance.CurrentLevel.Map.ShowInfo(Map.InfoMask.ShowCells, isNeedShow);
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}
//获取某一个角色的信息
public SingleTeamCharacterInfo GetCharacterDataInfo(uint uid)
{
return m_allCharactersMap[uid];
}
//获取各个队列
public List<uint> GetWaitList()
{
return m_waitFightIDList;
}
public List<uint> GetFightList()
{
return m_onFightIDList;
}
public List<uint> GetDeadList()
{
return m_deadIDList;
}
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public List<uint> GetInVehicleList()
{
return _inVehicleIDList;
}
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public List<uint> GetEnemyList()
{
return m_enemyIDList;
}
public void AddEnemyID(uint uid)
{
m_enemyIDList.Add(uid);
}
public void ClearEnemyID(uint uid)
{
m_enemyIDList.Remove(uid);
}
public SingleTeamCharacterInfo GetSingleCharacByUid(uint uid)
{
return m_allCharactersMap[uid];
}
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//上下载具
public void InVehicleAdd(uint id)
{
_inVehicleIDList.Add(id);
}
public void InVehicleRemove(uint id)
{
_inVehicleIDList.Remove(id);
}
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//选中一个准备上阵
public void SelectToFight(uint selectUid = Constants.INVALID_UINT_ID)
{
SetSelectID(selectUid);
}
//从Level中选择的传入到UI层
public void SelectToWait(uint selectUid = Constants.INVALID_UINT_ID)
{
SetSelectID(selectUid);
}
//上阵成功
public void SendToFight(uint toFightUId)
{
if (LevelManager.Instance.CurrentLevel.IsPreparing())
{
SendWaitToFightBefore(toFightUId);
return;
}
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SendWaitToFightFighting(toFightUId);
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}
//下阵成功
public void SendToWait(uint toWaitUid)
{
if (LevelManager.Instance.CurrentLevel.IsPreparing())
{
SendFightToWaitBefore(toWaitUid);
return;
}
// if (LevelManager.Instance.CurrentLevel.IsInBattle())
// {
SendFightToWaitFighting(toWaitUid);
// }
}
//战斗时选中已上阵
public void SelectCharacterFighting(int uid)
{
}
//记录战斗开始时间
public void StartFightTime()
{
//InitFightTime();
//MonoHelper.instance.AddAction(EActionType.UPDATE, FightPassAddDeltaTime);
}
void FightPassAddDeltaTime()
{
bool isPause = LevelManager.Instance.CurrentLevel.IsPause();
if (!isPause)
{
FightPastTimeAddSecond(Time.deltaTime);
}
}
public void InitFightTime()
{
m_fightPastTimeCount = 0;
}
public void SetFightPastTime(float time)
{
m_fightPastTimeCount = time;
}
void FightPastTimeAddMs(float ms)
{
m_fightPastTimeCount += ms / 1000f;
}
void FightPastTimeAddSecond(float second)
{
m_fightPastTimeCount += second;
}
public float GetFightPastTime()
{
return m_fightPastTimeCount;
}
public int GetFightPastHour()
{
var time = LevelManager.Instance.CurrentLevel.LevelTime;
int curTimeSecond = Convert.ToInt32(Math.Floor(time));
int hour = Convert.ToInt32(Math.Floor(curTimeSecond / 3600f));
return hour;
}
public int GetFightPastMinute()
{
var time = LevelManager.Instance.CurrentLevel.LevelTime;
int curTimeSecond = Convert.ToInt32(Math.Floor(time));
int hour = GetFightPastHour();
int min = Convert.ToInt32(Math.Floor(curTimeSecond / 60f - hour * 60f));
return min;
}
public int GetFightPastSecond()
{
var time = LevelManager.Instance.CurrentLevel.LevelTime;
int curTimeSecond = Convert.ToInt32(Math.Floor(time));
int hour = GetFightPastHour();
int min = GetFightPastMinute();
int sec = (curTimeSecond - min * 60 - hour * 3600);
return sec;
}
public SingleTeamCharacterInfo.CharacType GetUnitType(uint uid)
{
if (m_allCharactersMap.ContainsKey(uid))
{
return m_allCharactersMap[uid].Type;
}
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DebugUtil.LogError("请检查传入对象的类型(载具/角色)!!!uid = {0}", uid);
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return SingleTeamCharacterInfo.CharacType.Hero;
}
public bool IsCharacter(uint uid)
{
if (LevelManager.Instance.CurrentLevel.IsInBattle())
{
if (IsInLevel(uid) || !m_allCharactersMap.ContainsKey(uid))
{
return GameUnitMapper.Inst.GetUnitById(uid).gameunitType == EGameUnitType.Character;
}
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}
return GetUnitType(uid) == SingleTeamCharacterInfo.CharacType.Hero;
}
public bool IsVehicle(uint uid)
{
if (LevelManager.Instance.CurrentLevel.IsInBattle())
{
return GameUnitMapper.Inst.GetUnitById(uid).gameunitType == EGameUnitType.Vehicle;
}
return GetUnitType(uid) == SingleTeamCharacterInfo.CharacType.Vehicle;
}
public bool GetIsChanging()
{
return _isChanging;
}
public void SetIsChanging(bool state)
{
_isChanging = state;
}
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public void BornInLevel(uint uid)
{
if (!m_allCharactersMap.ContainsKey(uid))
{
return;
}
m_allCharactersMap[uid].IsInLevel = true;
}
public void RemoveInLevel(uint uid)
{
if (!m_allCharactersMap.ContainsKey(uid))
{
return;
}
m_allCharactersMap[uid].IsInLevel = false;
}
public bool IsInLevel(uint uid)
{
if (!m_allCharactersMap.ContainsKey(uid))
{
return false;
}
return m_allCharactersMap[uid].IsInLevel;
}
public List<uint> GetAllIDList()
{
return m_allIDList;
}
public bool IsFightListLimit(uint uid)
{
int totalNum = 0;
int vehicleNum = 0;
if (LevelManager.Instance.CurrentLevel.IsInBattle())
{
for (int i = 0; i < m_waitFightIDList.Count; i++)
{
if (IsInLevel(m_waitFightIDList[i]))
{
var unit = GameUnitMapper.Inst.GetUnitById(m_waitFightIDList[i]);
if (unit.statusData.isOnVehicle)
{
++vehicleNum;
}
else if(unit.statusData.isDead)
{
if (unit.gameunitType == EGameUnitType.Vehicle)
{
++totalNum;
}
}
}
}
totalNum += m_onFightIDList.Count;
if (IsCharacter(uid))
{
return totalNum >= FIGHT_LIMIT;
}
return vehicleNum >= VEHICLE_FIGHT_LIMIT;
}
totalNum = 0;
vehicleNum = 0;
for (int i = 0; i < m_onFightIDList.Count; i++)
{
var type = GetUnitType(m_onFightIDList[i]);
if (type == SingleTeamCharacterInfo.CharacType.Vehicle)
{
++vehicleNum;
}
else if (type == SingleTeamCharacterInfo.CharacType.Hero)
{
++totalNum;
}
}
if (IsCharacter(uid))
{
return m_onFightIDList != null && totalNum >= FIGHT_LIMIT;
}
return m_onFightIDList != null && vehicleNum >= VEHICLE_FIGHT_LIMIT;
}
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}
//测试用,暂存一个载具信息类
public class VehicleInfo
{
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private VehicleCultivateData _vehicleData;
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private DataVehicle _cfg;
private uint _uid;
public DataVehicle Cfg
{
get => _cfg;
}
public uint ID
{
get => _uid;
}
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public VehicleCultivateData VehicleData => _vehicleData;
public VehicleInfo(uint id, DataVehicle cfg, VehicleCultivateData VehicleData)
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{
_cfg = cfg;
_uid = id;
}
}
//单个队列中的角色信息
public class SingleTeamCharacterInfo
{
private CharacterDataInfo _characterData;
private VehicleInfo _vConfigData;
private float m_leftBlood;
private bool m_isDead;
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private bool _isInLevel = false; //是否被创建到战场中,没有的话不能取到各种值
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//测试数据
private uint m_uid;
private CharacType m_type;
public enum CharacType
{
Hero,
Vehicle
}
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public bool IsInLevel
{
get => _isInLevel;
set => _isInLevel = value;
}
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public SingleTeamCharacterInfo(CharacterDataInfo configData, CharacType type = CharacType.Hero)
{
_characterData = configData;
m_uid = configData.ID;
m_type = type;
}
public SingleTeamCharacterInfo(uint uid, VehicleInfo configData, CharacType type = CharacType.Vehicle)
{
_vConfigData = configData;
//m_leftBlood = configData.Blood();
m_uid = uid;
m_type = type;
}
public uint Uid
{
get { return m_uid; } //return m_configData.mID; }
}
public CharacType Type
{
get { return m_type; }
}
public bool IsVehicle()
{
return m_type == CharacType.Vehicle;
}
public int GetTid()
{
return _characterData.Cfg.RoleID;
}
public CharacterDataInfo GetConfigInfo()
{
return _characterData;
}
public VehicleInfo GetVehicleInfo()
{
return _vConfigData;
}
public void SetType(CharacType type)
{
m_type = type;
}
//获取剩余血量
public float GetLeftBlood()
{
return m_leftBlood;
}
public bool GetIsDead()
{
return m_isDead;
}
public void SetIsDead(bool state = false)
{
m_isDead = state;
}
//设置剩余血量
public void SetLeftBlood(float left)
{
m_leftBlood = left > 0 ? left : 0;
}
}