NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Character/Character.Property.cs

41 lines
1.3 KiB
C#

using Gameplay.Common;
using Gameplay.Emoji;
using Gameplay.Unit;
using Gameplay.Unit.Data;
using Gameplay.Weapon;
namespace Gameplay.Character
{
public partial class Character : GameUnit
{
public readonly CharacterRuntimeData runtimeData;
public CharacterAnim cAnim;
public ViewWeapon weapon;
public UnitEmojiManager emojiManager;
public int troopId {
get
{
return commonData.troopId;
}
}
public Character(uint id, CharacterConfigData configData, int troopId) : base(id, troopId, EGameUnitType.Character)
{
commonData.level = configData.level;
avatarType = EAvatarType.Human;
// 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;
}
}
}