NLDClient-yudde/ProjectNLD/Assets/Editor/CharacterBuilder/MonsterBuildData.cs

63 lines
1.9 KiB
C#

using System.Collections.Generic;
using cfg.MonsterCfg;
using cfg.WeaponCfg;
using Framework;
using Gameplay.Utils;
using UnityEngine;
namespace CharacterBuilder
{
public class MonsterBuildData : BaseRoleBuildData
{
public readonly DataMonsterClass mainConfig;
public MonsterBuildData(DataMonsterClass 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<string, AnimationClip> 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.GetEnemySrcModelPath(nameId);
_Rebuild(clipDict, srcPath, nameId, nameId);
}
public override string CheckAnims(Dictionary<string, AnimationClip> dict)
{
var nameId = mainConfig.NameId;
var checkInfo = _CheckAnims(dict, nameId, mainConfig.NameId);
if (!string.IsNullOrEmpty(checkInfo))
{
return checkInfo;
}
return null;
}
}
}