using System.Collections.Generic;
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using UnityEngine;
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public partial class mapnpcConfig : IConfigPostProcess
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{
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static Dictionary<int, Dictionary<int, Vector3>> mapNpcIDict = new Dictionary<int, Dictionary<int, Vector3>>();
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public void OnConfigParseCompleted()
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{
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if (!mapNpcIDict.ContainsKey(MapID))
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{
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mapNpcIDict.Add(MapID, new Dictionary<int, Vector3>());
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}
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Vector3 _npcPos = GAStaticDefine.GetClientPostionFromHex(HexPosNPCRefreshAreaChaseArea);
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var position = new Vector3(_npcPos.x, 0, _npcPos.y);
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if (!mapNpcIDict[MapID].ContainsKey(NPCID) && NPCType == (int)E_NpcType.Func)
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{
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mapNpcIDict[MapID].Add(NPCID, position);
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}
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}
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public static Dictionary<int, Vector3> GetNpcList(int mapID)
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{
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if (!mapNpcIDict.ContainsKey(mapID))
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{
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return null;
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}
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return mapNpcIDict[mapID];
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}
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}
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