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