764 lines
20 KiB
C#
764 lines
20 KiB
C#
using System.Collections.Generic;
|
||
using cfg.CharacterCfg;
|
||
using Framework;
|
||
using CharacterInfo = Gameplay.Net.CharacterInfo;
|
||
using cfg;
|
||
using Gameplay;
|
||
using Gameplay.Utils;
|
||
using PhxhSDK;
|
||
using cfg.WeaponCfg;
|
||
using UnityEngine;
|
||
using Gameplay.Common;
|
||
|
||
public class CharacterDataInfoManager : Singlenton<CharacterDataInfoManager>, IInitable
|
||
{
|
||
public List<CharacterDataInfo> DataList;
|
||
public Dictionary<uint, CharacterDataInfo> DataDic;
|
||
|
||
void IInitable.Init()
|
||
{
|
||
DataList = new List<CharacterDataInfo>();
|
||
DataDic = new Dictionary<uint, CharacterDataInfo>();
|
||
|
||
}
|
||
|
||
void IInitable.Release()
|
||
{
|
||
DataList.Clear();
|
||
DataDic.Clear();
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
DataList.Clear();
|
||
DataDic.Clear();
|
||
}
|
||
|
||
public void AddAllCfgCharacter()
|
||
{
|
||
DataList.Clear();
|
||
DataDic.Clear();
|
||
cfg.Tables Table = TableManager.Instance.Tables;
|
||
|
||
CharacterAttri attriCfg = Table.CharacterAttri;
|
||
foreach (var item in attriCfg.DataList)
|
||
{
|
||
var isAvaliable = _CheckCharacterCfgAvaliable(item);
|
||
if (!isAvaliable)
|
||
{
|
||
DebugUtil.LogError("角色ID:{0}的配置不可用", item.RoleID);
|
||
continue;
|
||
}
|
||
CharacterDataInfo info = new CharacterDataInfo(item);
|
||
if (DataDic.ContainsKey((uint)info.Cfg.RoleID))
|
||
{
|
||
continue;
|
||
}
|
||
info.ConstructRedPointTree(30);//TableManager.Instance.Tables.RedPointConfig.Get(30).ParentID
|
||
DataList.Add(info);
|
||
DataDic[(uint)info.Cfg.RoleID] = info;
|
||
}
|
||
}
|
||
|
||
private bool _CheckCharacterCfgAvaliable(DataCharacterAttri checkCfg)
|
||
{
|
||
if (checkCfg.Attack.Count == 0)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的攻击配置为空");
|
||
return false;
|
||
}
|
||
|
||
var skinCfg = TableManager.Instance.Tables.SkinCfg.Get(GLConfig.Inst.data.DEFAULTSKINID, checkCfg.RoleID);
|
||
if (skinCfg == null)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的皮肤配置为空");
|
||
return false;
|
||
}
|
||
|
||
var picHeadPath = CommonUtils.GetWholeHeadPath(skinCfg.PIcHeadPath);
|
||
if (!AssetManager.Instance.CanLocateAsset<Sprite>(picHeadPath))
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的头像资源路径:{picHeadPath}不存在");
|
||
// TODO: 暂时允许头像资源不存在
|
||
// return false;
|
||
}
|
||
|
||
var fakeSkillLevel = 1;
|
||
var skillLevelInfo = TableManager.Instance.Tables.CharacterSkillLevel.Get(checkCfg.RoleID, fakeSkillLevel);
|
||
if (skillLevelInfo == null)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的技能等级配置为空");
|
||
return false;
|
||
}
|
||
var skillGroupInfo = TableManager.Instance.Tables.SkillReferConfig.Get(skillLevelInfo.SkillGroupId);
|
||
if (skillGroupInfo == null)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的技能组配置为空");
|
||
return false;
|
||
}
|
||
|
||
var awakeLevel = 1;
|
||
var awakeCfg = TableManager.Instance.Tables.CharacterAwaking.Get(checkCfg.RoleID, awakeLevel);
|
||
if (awakeCfg == null)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的觉醒配置为空");
|
||
return false;
|
||
}
|
||
var breakLevel = 1;
|
||
var breakCfg = TableManager.Instance.Tables.CharacterBreak.Get(checkCfg.RoleID, breakLevel);
|
||
if (breakCfg == null)
|
||
{
|
||
DebugUtil.LogError($"角色ID:{checkCfg.RoleID}的突破配置为空");
|
||
return false;
|
||
}
|
||
|
||
|
||
return true;
|
||
}
|
||
|
||
public void Add(CharacterInfo info)
|
||
{
|
||
if (DataDic.TryGetValue(info.ID, out CharacterDataInfo info2))//已添加则刷新相关信息
|
||
{
|
||
DataDic[info.ID].Refresh(info);
|
||
for (int i = 0; i < DataList.Count; i++)
|
||
{
|
||
if (DataList[i].ID == info.ID)
|
||
{
|
||
DataList[i].Refresh(info);
|
||
return;
|
||
}
|
||
|
||
}
|
||
}
|
||
else
|
||
{
|
||
CharacterDataInfo newInfo = new CharacterDataInfo();
|
||
var cfg = TableManager.Instance.Tables.CharacterAttri.GetOrDefault((int)info.ID);
|
||
if (cfg == null)
|
||
{
|
||
DebugUtil.LogError($"CharacterDefaultConfig缺少角色配置,当前角色ID:{info.ID}");
|
||
return;
|
||
}
|
||
|
||
newInfo.Refresh(info);
|
||
newInfo.ConstructRedPointTree(30);//TableManager.Instance.Tables.RedPointConfig.Get(30).ParentID
|
||
DataList.Add(newInfo);
|
||
DataDic[info.ID] = newInfo;
|
||
EventManager.Instance.Send(EventManager.EventName.GetNewCharacter, info.ID);
|
||
}
|
||
|
||
}
|
||
|
||
public void SortCharactersByLevel()
|
||
{
|
||
DataList.Sort((a, b) => b.Level.CompareTo(a.Level));
|
||
}
|
||
|
||
public void SortCharactersByID()//角色ID排序默认为从小到大升序
|
||
{
|
||
DataList.Sort((a, b) => a.Cfg.RoleID.CompareTo(b.Cfg.RoleID));
|
||
}
|
||
|
||
public void SortCharacterDefault()//默认排序方式:整体以等级降序,等级相同的情况下按照角色ID升序
|
||
{
|
||
DataList.Sort((a, b) =>
|
||
{
|
||
int ret = b.Level.CompareTo(a.Level);
|
||
if (ret == 0)
|
||
{
|
||
ret = a.Cfg.RoleID.CompareTo(b.Cfg.RoleID);
|
||
}
|
||
return ret;
|
||
});
|
||
foreach (var id in DataList)
|
||
{
|
||
DebugUtil.Log("sortDefault:" + id.Name + "," + id.ID);
|
||
}
|
||
}
|
||
|
||
public void SortCharactersByLevel(List<CharacterDataInfo> dataInfos)
|
||
{
|
||
dataInfos.Sort((a, b) => b.Level.CompareTo(a.Level));
|
||
}
|
||
|
||
public CharacterDataInfo GetCharacterInfo(uint selectId)
|
||
{
|
||
if (DataDic.TryGetValue(selectId, out var info))
|
||
{
|
||
return info;
|
||
}
|
||
else
|
||
{
|
||
DebugUtil.LogError("找不到该角色ID {0}", selectId);
|
||
return null;
|
||
}
|
||
}
|
||
|
||
public CharacterDataInfo GetMaxLevelCharacter()
|
||
{
|
||
if (DataList.Count <= 0)
|
||
{
|
||
return null;
|
||
}
|
||
var dataList = new List<CharacterDataInfo>(DataList);
|
||
|
||
dataList.Sort((a, b) =>
|
||
{
|
||
if (a.Level > b.Level) return 1;
|
||
return 0;
|
||
});
|
||
|
||
return dataList[0];
|
||
}
|
||
|
||
}
|
||
|
||
public class CharacterDataInfo : CharacterInfo, IRedPointTreeNode
|
||
{
|
||
public DataCharacterAttri Cfg => _cfg;
|
||
private DataCharacterAttri _cfg;
|
||
|
||
private DataCharacterBreak _breakCfg;
|
||
public DataCharacterBreak BreakCfg => _breakCfg;
|
||
|
||
private DataCharacterAwaking _awakeCfg;
|
||
public DataCharacterAwaking AwakeCfg => _awakeCfg;
|
||
|
||
RedPointNodeCharacter _redPointNode;
|
||
public RedPointNodeCharacter RedPointNode => _redPointNode;
|
||
|
||
RedPointNodeCharacter characterAwakingNode;
|
||
public RedPointNodeCharacter CharacterAwakingNode => characterAwakingNode;
|
||
|
||
public uint Uid => ID;
|
||
public CharacterDataInfo()
|
||
{
|
||
}
|
||
public CharacterDataInfo(uint id, uint level, uint breakLevel, uint awakeLevel)
|
||
{
|
||
ID = id;
|
||
Level = level;
|
||
BreakLevel = breakLevel;
|
||
AwakeLevel = awakeLevel;
|
||
LikelyExp = 0;
|
||
LikelyLevel = 0;
|
||
UltraSkillLevel = 0;
|
||
SkinID = 1;
|
||
CfgLoad();
|
||
}
|
||
|
||
private void CfgLoad()
|
||
{
|
||
_cfg = TableManager.Instance.Tables.CharacterAttri.GetOrDefault((int)ID);
|
||
OnBreakCfgLoaded(TableManager.Instance.Tables.CharacterBreak);
|
||
OnAwakeCfgLoaded(TableManager.Instance.Tables.CharacterAwaking);
|
||
}
|
||
|
||
|
||
private void OnAwakeCfgLoaded(CharacterAwaking characterAwaking)
|
||
{
|
||
_awakeCfg = characterAwaking.Get((int)Cfg.RoleID, (int)AwakeLevel);
|
||
if (_awakeCfg != null) return;
|
||
if (AwakeLevel >= characterAwaking.DataList[^1].AwakingLevel)
|
||
{
|
||
_awakeCfg = characterAwaking.DataList[^1];
|
||
DebugUtil.LogError("该角色的觉醒等级超过觉醒表最大等级 {0}", Cfg.RoleID);
|
||
}
|
||
}
|
||
|
||
private void OnBreakCfgLoaded(CharacterBreak characterBreak)
|
||
{
|
||
_breakCfg = characterBreak.Get((int)Cfg.RoleID, (int)BreakLevel);
|
||
if (_breakCfg != null) return;
|
||
if (AwakeLevel >= characterBreak.DataList[^1].BreakLevel)
|
||
{
|
||
_breakCfg = characterBreak.DataList[^1];
|
||
DebugUtil.LogError("该角色的突破等级超过突破表最大等级 {0}", Cfg.RoleID);
|
||
}
|
||
}
|
||
|
||
public int GetBreakPassiveId()
|
||
{
|
||
// if (BreakLevel == 0)
|
||
// {
|
||
// return Cfg.PassiveBreakSkillID;
|
||
// }
|
||
// else
|
||
{
|
||
return _breakCfg.PassiveSkillID;
|
||
}
|
||
|
||
}
|
||
public int HasPassiveSkillCount()
|
||
{
|
||
var count = 0;
|
||
if (GetBreakPassiveId() != 0)
|
||
{
|
||
count++;
|
||
}
|
||
if (GetAwakePassiveId() != 0)
|
||
{
|
||
count++;
|
||
}
|
||
return count;
|
||
}
|
||
|
||
public int GetMaxBreakPassiveSkillLv()
|
||
{
|
||
return GetMaxBreakLevel();
|
||
}
|
||
public int GetMaxAwakePassiveSkillLv()
|
||
{
|
||
return 0;
|
||
}
|
||
public int GetAwakePassiveId()
|
||
{
|
||
// if (AwakeLevel == 0)
|
||
// {
|
||
// return Cfg.PassiveAwakeSkillID;
|
||
// }
|
||
// else
|
||
{
|
||
return _awakeCfg.PassiveSkillID;
|
||
|
||
}
|
||
}
|
||
public CharacterDataInfo(DataCharacterAttri cfg)
|
||
{
|
||
ID = (uint)cfg.RoleID;
|
||
Exp = 10000;
|
||
Level = 10;
|
||
BreakLevel = 1;
|
||
AwakeLevel = 1;
|
||
LikelyExp = 1;
|
||
LikelyLevel = 1;
|
||
UltraSkillLevel = 1;
|
||
SkinID = 1;
|
||
CfgLoad();
|
||
|
||
}
|
||
|
||
|
||
|
||
public void Refresh(CharacterInfo info)
|
||
{
|
||
|
||
ID = info.ID;
|
||
Exp = info.Exp;
|
||
Level = info.Level;
|
||
BreakLevel = info.BreakLevel;
|
||
AwakeLevel = info.AwakeLevel;
|
||
LikelyExp = info.LikelyExp;
|
||
LikelyLevel = info.LikelyLevel;
|
||
UltraSkillLevel = info.UltraSkillLevel;
|
||
SkinID = info.SkinID;
|
||
CfgLoad();
|
||
}
|
||
|
||
|
||
|
||
private float HPBreakLvUp()
|
||
{
|
||
|
||
return _breakCfg.Hp;
|
||
}
|
||
private float HpAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.Hp;
|
||
}
|
||
return 0;
|
||
}
|
||
private int AttackBreakLvUp()
|
||
{
|
||
return _breakCfg.Attack;
|
||
}
|
||
private int AttackAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.Attack;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
public string Name => CommonUtils.GetLocalizeText(_cfg.NameRead);
|
||
|
||
public float HP()
|
||
{
|
||
return HpLevelUp((int)Level) + HPBreakLvUp() + HpAwakeLvUp();
|
||
}
|
||
public float HpLevelUp(int level)
|
||
{
|
||
if (level > Cfg.Hp.Count)
|
||
{
|
||
DebugUtil.LogError("characterDefault表的HP不够了!!!!!");
|
||
return Cfg.Hp[Cfg.Hp.Count - 1];
|
||
}
|
||
else
|
||
{
|
||
return Cfg.Hp[(int)level - 1];
|
||
}
|
||
}
|
||
public int Attack()
|
||
{
|
||
return AttackLevelUp((int)Level) + AttackAwakeLvUp() + AttackBreakLvUp();
|
||
}
|
||
public int AttackLevelUp(int level)
|
||
{
|
||
if (level > Cfg.Attack.Count)
|
||
{
|
||
DebugUtil.LogError("characterDefault表的attack不够了!!!!!");
|
||
return Cfg.Attack[Cfg.Attack.Count - 1];
|
||
}
|
||
else
|
||
{
|
||
return Cfg.Attack[(int)level - 1];
|
||
}
|
||
}
|
||
|
||
//private float LevelUpDefence()
|
||
//{
|
||
// return Cfg.DefenceLevelUpTemplate[Level - 1];
|
||
//}
|
||
|
||
private int ArmorAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.Shield;
|
||
}
|
||
return 0;
|
||
}
|
||
private int ArmorBreakLvUp()
|
||
{
|
||
return _breakCfg.Shield;
|
||
}
|
||
public float Armor()
|
||
{
|
||
return ArmorLevelUp((int)Level);
|
||
}
|
||
/// <summary>
|
||
/// 指定等级护盾值
|
||
/// </summary>
|
||
/// <param name="level"></param>
|
||
/// <returns></returns>
|
||
public int ArmorLevelUp(int level)
|
||
{
|
||
if (level > Cfg.Shield.Count)
|
||
{
|
||
DebugUtil.LogError("characterDefault表的shield不够了!!!!!");
|
||
return Cfg.Shield[Cfg.Shield.Count - 1] + ArmorAwakeLvUp() + ArmorBreakLvUp();
|
||
}
|
||
else
|
||
{
|
||
return Cfg.Shield[(int)level - 1] + ArmorAwakeLvUp() + ArmorBreakLvUp();
|
||
}
|
||
}
|
||
//private float LevelUpArmor()
|
||
//{
|
||
// return Cfg.ShieldLevelUpTemplate[Level - 1];
|
||
//}
|
||
private float DenfenceBreakLvUp()
|
||
{
|
||
return _breakCfg.Defence;
|
||
}
|
||
private float DenfenceAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.Defence;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
public float Defence()
|
||
{
|
||
return DefenceLevelUp((int)Level) + DenfenceAwakeLvUp() + DenfenceBreakLvUp();
|
||
}
|
||
|
||
public int DefenceLevelUp(int level)
|
||
{
|
||
if (level > Cfg.Defence.Count)
|
||
{
|
||
DebugUtil.LogError("characterDefault表的dnfence不够了!!!!!");
|
||
return Cfg.Defence[Cfg.Defence.Count - 1];
|
||
}
|
||
else
|
||
{
|
||
return Cfg.Defence[(int)level - 1];
|
||
}
|
||
}
|
||
public float Corrage()
|
||
{
|
||
// 最大士气值
|
||
return Cfg.MaxMorale;
|
||
}
|
||
private int ManagazinContainAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.ManagazinContain;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
public int BulletCapacity()
|
||
{
|
||
return Cfg.ManagazinContain + _breakCfg.ManagazinContain + ManagazinContainAwakeLvUp();
|
||
}
|
||
|
||
public float ChangeBulletTime()
|
||
{
|
||
return Cfg.ChangeBulletTime + _breakCfg.ChangeBulletTime + ChangeBulletTimeAwakeLvUp();
|
||
}
|
||
private float ShootSpeedAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.ShootSpeed;
|
||
}
|
||
return 0;
|
||
}
|
||
public float ShootSpeed()
|
||
{
|
||
return Cfg.ShootSpeed + _breakCfg.ShootSpeed + ShootSpeedAwakeLvUp(); ;
|
||
|
||
}
|
||
private float ChangeBulletTimeAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.ChangeBulletTime;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
private float SpeedAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.Speed;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
public float MoveSpeed()
|
||
{
|
||
return Cfg.Speed + _breakCfg.Speed + SpeedAwakeLvUp();
|
||
}
|
||
private float YaZhiAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.YaZhi;
|
||
}
|
||
return 0;
|
||
}
|
||
public float YaZhi()
|
||
{
|
||
return Cfg.YaZhi + _breakCfg.YaZhi + YaZhiAwakeLvUp();
|
||
}
|
||
private float DamageToHumanAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.DamageToHuman;
|
||
}
|
||
return 0;
|
||
}
|
||
public float DamageToHuman()
|
||
{
|
||
return Cfg.DamageToHuman + _breakCfg.DamageToHuman + DamageToHumanAwakeLvUp();
|
||
}
|
||
private float DamageToCarrierAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.DamageToCarrier;
|
||
}
|
||
return 0;
|
||
}
|
||
public float DamageToCarrier()
|
||
{
|
||
return Cfg.DamageToCarrier + _breakCfg.DamageToCarrier + DamageToCarrierAwakeLvUp();
|
||
}
|
||
private float CriticalDamageAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.CriticalDamage;
|
||
}
|
||
return 0;
|
||
}
|
||
public float CriticalDamage()
|
||
{
|
||
return Cfg.CriticalDamage + _breakCfg.CriticalDamage + CriticalDamageAwakeLvUp();
|
||
}
|
||
private float CriticalRatioAwakeLvUp()
|
||
{
|
||
if (_awakeCfg != null)
|
||
{
|
||
return _awakeCfg.CriticalRatio;
|
||
}
|
||
return 0;
|
||
}
|
||
public float CriticalRatio()
|
||
{
|
||
return Cfg.CriticalRatio + _breakCfg.CriticalRatio + CriticalRatioAwakeLvUp();
|
||
}
|
||
|
||
public void AddLikeLyEXPInfo(int exp)
|
||
{
|
||
SetLikelyLv();
|
||
}
|
||
private void SetLikelyLv()
|
||
{
|
||
|
||
}
|
||
public bool IsMaxBreak()
|
||
{
|
||
if ((GetBreakPassiveId() == 0) || BreakLevel >= GetMaxBreakLevel())
|
||
{
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
public bool IsMaxAwake()
|
||
{
|
||
if ((GetAwakePassiveId() == 0) || AwakeLevel >= GetMaxAwakeLevel())
|
||
{
|
||
return true;
|
||
}
|
||
return false;
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 是否满好感度
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public bool IsMaxLikely()
|
||
{
|
||
return LikelyLevel >= GetMaxLikelyLevel();
|
||
}
|
||
|
||
public int GetMaxLikelyLevel()
|
||
{
|
||
int maxLevel = 0;
|
||
CharacterLikability likelyCfg = TableManager.Instance.Tables.CharacterLikability;
|
||
|
||
for (int i = 0; i < likelyCfg.DataList.Count; i++)
|
||
{
|
||
if (likelyCfg.DataList[i].RoleID == ID && likelyCfg.DataList[i].LikabilityLevel > maxLevel)
|
||
maxLevel = likelyCfg.DataList[i].LikabilityLevel;
|
||
}
|
||
|
||
return maxLevel;
|
||
}
|
||
|
||
public int GetMaxBreakLevel()
|
||
{
|
||
int maxLevel = 0;
|
||
CharacterBreak breakCfg = TableManager.Instance.Tables.CharacterBreak;
|
||
|
||
for (int i = 0; i < breakCfg.DataList.Count; i++)
|
||
{
|
||
if (breakCfg.DataList[i].RoleID == ID)
|
||
{
|
||
if (breakCfg.DataList[i].BreakLevel > maxLevel)
|
||
{
|
||
maxLevel = breakCfg.DataList[i].BreakLevel;
|
||
}
|
||
}
|
||
}
|
||
return maxLevel;
|
||
}
|
||
|
||
public int GetMaxAwakeLevel()
|
||
{
|
||
int maxLevel = 0;
|
||
CharacterAwaking breakCfg = TableManager.Instance.Tables.CharacterAwaking;
|
||
for (int i = 0; i < breakCfg.DataList.Count; i++)
|
||
{
|
||
if (breakCfg.DataList[i].RoleID == ID)
|
||
{
|
||
if (breakCfg.DataList[i].AwakingLevel > maxLevel)
|
||
{
|
||
maxLevel = breakCfg.DataList[i].AwakingLevel;
|
||
}
|
||
}
|
||
}
|
||
return maxLevel;
|
||
}
|
||
|
||
public int GetMaxUltralSkillLevel()
|
||
{
|
||
int maxSkillLevel = 0;
|
||
CharacterSkillLevel cfg = TableManager.Instance.Tables.CharacterSkillLevel;
|
||
for (int i = 0; i < cfg.DataList.Count; i++)
|
||
{
|
||
if (cfg.DataList[i].RoleID == ID)
|
||
{
|
||
if (cfg.DataList[i].SkillLevel > maxSkillLevel)
|
||
{
|
||
maxSkillLevel = cfg.DataList[i].SkillLevel;
|
||
}
|
||
}
|
||
|
||
}
|
||
return maxSkillLevel;
|
||
}
|
||
|
||
public string GetWholeHeadPath(int Skinindex = -1)
|
||
{
|
||
if (Skinindex == -1)
|
||
Skinindex = GLConfig.Inst.data.DEFAULTSKINID;
|
||
|
||
return CommonUtils.GetWholeHeadPath(TableManager.Instance.Tables.SkinCfg.Get(Skinindex, Cfg.RoleID).PIcHeadPath);
|
||
|
||
}
|
||
|
||
public string PrefabPath =>
|
||
PathEx.GetCharacterDisplayModelPath(Cfg.NameID);
|
||
|
||
public string WeaponName()
|
||
{
|
||
DataWeapon dataWeapon = TableManager.Instance.Tables.WeaponConfig.Get(Cfg.WeaponId);
|
||
if (dataWeapon == null)
|
||
{
|
||
DebugUtil.LogError("武器id为{0}的武器没配" + Cfg.WeaponId);
|
||
return Cfg.WeaponId.ToString();
|
||
}
|
||
return CommonUtils.GetLocalizeText(dataWeapon.Name);
|
||
|
||
}
|
||
|
||
public void ConstructRedPointTree(int parentID)
|
||
{
|
||
_redPointNode = RedPointManager.Instance.AddDynamicNode(cfg.RedPoint.NodeType.Character, parentID) as RedPointNodeCharacter;
|
||
|
||
//此处添加角色所需要的所有红点节点
|
||
characterAwakingNode = RedPointManager.Instance.AddDynamicNode
|
||
(cfg.RedPoint.NodeType.Character,
|
||
_redPointNode.ID,
|
||
new List<int>() { (int)ID, (int)RedPointNodeCharacter.CharacterType.Awaking }) as RedPointNodeCharacter;
|
||
|
||
if (_redPointNode == null)
|
||
DebugUtil.LogError("_redPointNode is null");
|
||
if (characterAwakingNode == null)
|
||
{
|
||
DebugUtil.LogError("characterAwakingNode is null");
|
||
}
|
||
}
|
||
|
||
public void ConstructRedPointTree(RedPointNode parent)
|
||
{
|
||
throw new System.NotImplementedException();
|
||
}
|
||
}
|