NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Character/Character.Property.cs

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using Gameplay.Common;
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using Gameplay.Emoji;
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using Gameplay.Unit;
using Gameplay.Unit.Data;
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using Gameplay.Utils;
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using Gameplay.Weapon;
namespace Gameplay.Character
{
public partial class Character : GameUnit
{
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public CharacterRuntimeData runtimeData;
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public CharacterAnim cAnim;
public ViewWeapon weapon;
public int troopId {
get
{
return commonData.troopId;
}
}
public Character(uint id, CharacterConfigData configData, int troopId) : base(id, troopId, EGameUnitType.Character)
{
debugShowInfo = configData.debugShowInfo;
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commonData.level = configData.level;
avatarType = EAvatarType.Human;
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configData.modelPath = PathEx.GetCharacterFightModelPath(configData.nameId);
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// 重新拼接加载路径 Assets/Art/AutoGen/Characters/character_A00001/character_A00001.prefab
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// configData.modelPath = $"Assets/Art/AutoGen/Characters/character_{configData.nameId}/character_{configData.nameId}.prefab";
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runtimeData = new CharacterRuntimeData(this);
runtimeData.configData = configData;
runtimeData.Init();
commonData.canControl = troopId == ETroopsId.Self;
commonData.crossLevel = configData.crossLevel;
commonData.standLevel = configData.standLevel;
}
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public override string GetDescString()
{
var selfStr = commonData.troopId == ETroopsId.Self ? "己方" : "敌方";
return $"{selfStr}角色{runtimeData.configData.nameId}";
// return base.GetDescString();
}
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}
}