using System.Collections.Generic; using cfg.FightCfg; using Framework; using Gameplay.Utils; using UnityEngine; namespace CharacterBuilder { public class NpcBuildData : BaseRoleBuildData { public readonly DataFightNPC mainConfig; public NpcBuildData(DataFightNPC mainConfig) { this.mainConfig = mainConfig; var weaponConfig = EditorTableManager.instance.tables.WeaponConfig.Get(mainConfig.WeaponId); if (weaponConfig != null) { weaponConfigList.Add(weaponConfig); } emojiExt = new EmojiExtInfo(); emojiExt.emojiId = mainConfig.DefaultEmojiImgId; emojiExt.eyebowsColor = mainConfig.EmojiEyeBowsColor; emojiExt.eyesColor = mainConfig.EmojiEyesColor; if (mainConfig.SkillId == 0) { noSearchSkill = true; } else { noSearchSkill = false; } } public override void RebuildAll(Dictionary clipDict) { if (weaponConfigList.Count == 0) { Debug.LogError($"对象:{mainConfig.NameId}未配置武器,取消导出"); return; } var nameId = mainConfig.NameId; var srcPath = PathEx.GetNPCSrcModelPath(nameId); _Rebuild(clipDict, srcPath, nameId, nameId); } public override string CheckAnims(Dictionary dict) { var nameId = mainConfig.NameId; var checkInfo = _CheckAnims(dict, nameId, mainConfig.NameId); if (!string.IsNullOrEmpty(checkInfo)) { return checkInfo; } return null; } } }