using System.Collections.Generic; using cfg.MonsterCfg; using Framework; using Gameplay.Utils; using UnityEngine; namespace CharacterBuilder { public class NpcBuildData : BaseRoleBuildData { public readonly DataMonsterClass mainConfig; public NpcBuildData(DataMonsterClass mainConfig) { this.mainConfig = mainConfig; weaponConfig = EditorTableManager.instance.tables.WeaponConfig.Get(mainConfig.WeaponId); emojiExt = new EmojiExtInfo(); emojiExt.emojiId = mainConfig.DefaultEmojiImgId; emojiExt.eyebowsType = mainConfig.EmojiEyeBowsType; emojiExt.eyebowsColor = mainConfig.EmojiEyeBowsColor; emojiExt.eyesColor = mainConfig.EmojiEyesColor; attackAnimOrder = 1; reloadAnimOrder = 1; } public override void RebuildAll(Dictionary clipDict) { if (weaponConfig == null) { Debug.LogError($"对象:{mainConfig.NameId}未配置武器,取消导出"); return; } var nameId = mainConfig.NameId; var srcPath = PathEx.GetEnemySrcModelPath(nameId); _Rebuild(clipDict, srcPath, nameId); } public override string CheckAnims(Dictionary dict) { var nameId = mainConfig.NameId; var checkInfo = _CheckAnims(dict, nameId); if (!string.IsNullOrEmpty(checkInfo)) { return checkInfo; } return null; } } }