| Fight/GameActor/GA_NpcFightSgzcZZ.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_NpcTouchKilled.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/GameActor/GA_NpcFightSgzcZZ.cs
@@ -67,7 +67,7 @@ if ((objIdToJson as IDictionary).Contains(_key)) { var _job = (int)objIdToJson[_key]; Debug.Log("机器人职业为: " + _job); // Debug.Log("机器人职业为: " + _job); JobSetup = Config.Instance.Get<TableConfig.JobSetupConfig>(_job); ActorInfo.Job = (byte)_job; } @@ -101,7 +101,7 @@ EquipRandomInfo _info = null; foreach (var _key in _dict.Keys) { Debug.LogFormat("确定信息, 当前等级: {0}, 配置等级: {1}", m_H0406.CurLV, _key); // Debug.LogFormat("确定信息, 当前等级: {0}, 配置等级: {1}", m_H0406.CurLV, _key); if (m_H0406.CurLV <= _key) { _info = _dict[_key]; @@ -111,7 +111,7 @@ if (_info == null) { Debug.Log("无法确定装备信息.........."); Debug.Log("无法确定装备信息...等级是否高于配置: " + m_H0406.CurLV); } else { Fight/GameActor/GA_NpcTouchKilled.cs
@@ -11,6 +11,8 @@ protected override void OnInit(GameNetPackBasic package) { base.OnInit(package); m_H0406 = package as H0406_tagNPCAppear; if (m_H0406 == null) @@ -21,8 +23,6 @@ m_Touched = false; // 初始化坐标 AdjustPos(m_H0406.PosX, m_H0406.PosY); HandleNpcConfig((int)m_H0406.NPCID); // 功能NPC需要读取配置朝向 GAStaticDefine.NPCLocation _npcLocation; @@ -36,13 +36,6 @@ } GAStaticDefine.NpcID2ServerInstID[NpcConfig.NPCID] = ServerInstID; if (m_Model) { m_Model.transform.SetParent(m_Root); m_Model.transform.localPosition = Vector3.zero; m_Model.transform.localRotation = Quaternion.identity; } } protected override void OnUnit()