少年修仙传客户端代码仓库
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3 天以前 600733c8f592cb9e65f2b7a3e110ac1d686e6bfe
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using vnxbqy.UI;
using UnityEngine;
 
public class GA_JiaPlayer : GActorPlayerBase
{
    private PlayerInfo m_PlayerInfo;
    public void Init(uint serverInstID, uint clientInstID, PlayerInfo info, E_ActorGroup group)
    {
        m_PlayerInfo = info;
        Init(serverInstID, clientInstID, group, null);
    }
 
    protected sealed override void OnInit(GameNetPackBasic package)
    {
        base.OnInit(package);
 
        if (m_PlayerInfo == null)
        {
            return;
        }
 
        JobSetup = JobSetupConfig.Get(m_PlayerInfo.job);
        
        ActorInfo.moveSpeed = 3;
        ActorInfo.atkSpeed = 1;
 
        CEquipInfo _itemInfo;
 
        if (m_PlayerInfo.itemDatas != null)
        {
            // 因为衣服是所有装备的父节点, 需要预先处理衣服
            for (int i = 0; i < m_PlayerInfo.itemDatas.Length; ++i)
            {
                _itemInfo = m_PlayerInfo.itemDatas[i];
 
                if (_itemInfo.place == (int)RoleEquipType.Clothes)
                {
                    SwitchClothes((uint)_itemInfo.id);
                    break;
                }
            }
 
            if (ClothesItemID == 0 || ClothesItemID == uint.MaxValue)
            {
                SwitchClothes(0);
            }
 
            if (m_PlayerInfo.itemDatas != null)
            {
                for (int i = 0; i < m_PlayerInfo.itemDatas.Length; ++i)
                {
                    _itemInfo = m_PlayerInfo.itemDatas[i];
 
                    if (_itemInfo.place == (int)RoleEquipType.Weapon)
                    {
                        SwitchWeapon((uint)_itemInfo.id);
                    }
                    else if (_itemInfo.place == (int)RoleEquipType.Weapon2)
                    {
                        SwitchSecondary((uint)_itemInfo.id);
                    }
                }
            }
 
            if (WeaponItemID == 0 || WeaponItemID == uint.MaxValue)
            {
                SwitchWeapon(0);
            }
        }
 
        ActorInfo.LV = m_PlayerInfo.level == 0 ? (ushort)1 : m_PlayerInfo.level;
        ActorInfo.Job = m_PlayerInfo.job;
        ActorInfo.face = m_PlayerInfo.face;
        ActorInfo.facePic = m_PlayerInfo.facePic;
        ActorInfo.PlayerName = m_PlayerInfo.name;
        ActorInfo.Hp = m_PlayerInfo.hp == 0 ? 1 : m_PlayerInfo.hp;
        ActorInfo.MaxHp = m_PlayerInfo.maxHp == 0 ? 1 : m_PlayerInfo.maxHp;
 
        RequestName();
    }
 
    public override void RequestName()
    {
        ReleaseName();
        if (MovingState == E_MovingState.Ride)
        {
            m_HeadUpName = HeadUpName.RequireHeadUpName(HeadUpName.Pattern.Player, MP_Name1, 0, CameraController.Instance.CameraObject);
        }
        else
        {
            m_HeadUpName = HeadUpName.RequireHeadUpName(HeadUpName.Pattern.Player, MP_Name, 0, CameraController.Instance.CameraObject);
        }
 
        m_HeadUpName.SetPlayerInfo(new HeadUpName.PlayerInfo()
        {
            realm = ActorInfo.realm,
            title = ActorInfo.titleID,
            name = ActorInfo.PlayerName,
            alliance = ActorInfo.familyName,
        });
        RefreshShediaoEffect(ActorInfo.titleID);
    }
 
    protected override void OnPutonClothes(uint clothesItemID, GameObject clothed)
    {
        clothed.layer = LayerUtility.Player;
 
        SkinnedMeshRenderer _renderer = clothed.GetComponentInChildren<SkinnedMeshRenderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    protected override void OnPutonSecondary(uint secondaryItemID, GameObject secondary)
    {
        Renderer _renderer = secondary.GetComponentInChildren<Renderer>();
        if (_renderer)
        {
            _renderer.gameObject.SetLayer(LayerUtility.Player, false);
        }
    }
 
    protected override void OnPutonWeapon(uint weaponItemID, GameObject weapon)
    {
        Renderer _renderer = weapon.GetComponentInChildren<Renderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    protected override void OnPutonWing(uint wingItemID, GameObject wing)
    {
        SkinnedMeshRenderer _renderer = wing.GetComponentInChildren<SkinnedMeshRenderer>();
        _renderer.gameObject.SetLayer(LayerUtility.Player, false);
    }
 
    public override void SyncSuitEffect(bool onOrOff = true)
    {
    }
 
    protected override void OnSwitchHorse(uint horseID, GameObject horse)
    {
    }
 
    public override void Destroy()
    {
    }
 
    public override void OnHorse(byte upOrDown) { }
 
    public override void RefreshLifeBar(ulong value) { }
 
    public override bool CanAtked()
    {
        return false;
    }
 
    private int m_ComAtkIndex;
    private int m_AtkCount;
    public bool PlaySkill()
    {
        m_AtkCount++;
         Skill _skill = null;
        if (m_AtkCount == 1)
        {
            int skillID = ActorInfo.Job == 1 ? 50000 : 55000;
            _skill = SkillMgr.Get(skillID);
        }
        else if (m_AtkCount == 4)
        {
            m_AtkCount = 0;
            return false;
        }
 
 
        if (_skill == null)
        {
            if (m_ComAtkIndex > JobSetup.ComAtkIdList.Length - 1)
            {
                m_ComAtkIndex = 0;
            }
            int _comSkillId = JobSetup.ComAtkIdList[m_ComAtkIndex];
            _skill = SkillMgr.Get(_comSkillId);
            m_ComAtkIndex += 1;
        }
 
        SkillMgr.CastSkill(ServerInstID, _skill.id);
 
        if (_skill.skillInfo.config.Skillactmark > 0
                     && _skill.skillInfo.config.Skillactmark < 20)
        {
            switch (_skill.skillInfo.config.Skillactmark)
            {
                case 10:
                    Play(GAStaticDefine.State_Attack1Hash, 0);
                    break;
                case 11:
                    Play(GAStaticDefine.State_Attack2Hash, 0);
                    break;
                case 12:
                    Play(GAStaticDefine.State_Attack3Hash, 0);
                    break;
                case 13:
                    Play(GAStaticDefine.State_Attack4Hash, 0);
                    break;
            }
 
        }
        else
        {
            switch (_skill.skillInfo.config.Skillactmark)
            {
                case 21:
                    Play(GAStaticDefine.State_Skill21, 0);
                    break;
                case 22:
                    Play(GAStaticDefine.State_Skill22, 0);
                    break;
                case 23:
                    Play(GAStaticDefine.State_Skill23, 0);
                    break;
                case 24:
                    Play(GAStaticDefine.State_Skill24, 0);
                    break;
                case 25:
                    Play(GAStaticDefine.State_Skill25, 0);
                    break;
                case 26:
                    Play(GAStaticDefine.State_Skill26, 0);
                    break;
                case 27:
                    Play(GAStaticDefine.State_Skill27, 0);
                    break;
                case 28:
                    Play(GAStaticDefine.State_Skill28, 0);
                    break;
                case 29:
                    Play(GAStaticDefine.State_Skill29, 0);
                    break;
                case 99:
                    Play(GAStaticDefine.State_RollHash, 0);
                    break;
            }
        }
        return true;
    }
}