using System.IO;
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using UnityEngine;
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namespace H2Engine
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{
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[System.Serializable]
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public class Evt_RefreshMonster : Evt
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{
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public enum E_OverCondition
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{
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DeadCount,
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Time,
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}
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public enum E_RefreshType
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{
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All,
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OneByOneTime,// 根据时间刷新
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OneByOnePrevDie,// 前一只刷出已死亡
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}
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public MonsterData[] monsters;
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public E_OverCondition overCondition = E_OverCondition.DeadCount;
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public E_RefreshType refreshType = E_RefreshType.All;
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/// <summary>
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/// 参数
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/// <para>当使用OverCondition类型为DeadCount的时候为个数</para>
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/// <para>当使用OverCondition类型为Time的时候为时间(毫秒)</para>
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/// </summary>
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public int conditionParam;
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/// <summary>
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/// 刷新参数
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/// <para>刷新类型: OneByOneTime, 作为时间(毫秒)</para>
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/// </summary>
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public int refreshParam;
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public int nextEventID = -1;
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public override void Load(BinaryReader br)
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{
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base.Load(br);
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overCondition = (Evt_RefreshMonster.E_OverCondition)br.ReadByte();
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refreshType = (Evt_RefreshMonster.E_RefreshType)br.ReadByte();
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refreshParam = br.ReadInt32();
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conditionParam = br.ReadInt32();
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nextEventID = br.ReadInt32();
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int _count = br.ReadInt32();
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monsters = new MonsterData[_count];
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for (int i = 0; i < _count; ++i)
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{
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monsters[i] = new MonsterData();
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monsters[i].Load(br);
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}
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}
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}
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}
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