| | |
| | | public PlayerRankData rank { get { return m_Rank; } }
|
| | |
|
| | | StoreModel m_StoreModel;
|
| | | StoreModel StoreModel {
|
| | | StoreModel StoreModel
|
| | | {
|
| | | get { return m_StoreModel ?? (m_StoreModel = ModelCenter.Instance.GetModel<StoreModel>()); }
|
| | | }
|
| | |
|
| | |
| | | break;
|
| | | case PlayerDataRefresh.EquipShowSwitch:
|
| | | baseData.equipShowSwitch = value;
|
| | | if (hero != null)
|
| | | {
|
| | | int _level = baseData.godWeaponLV_4;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 4, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(4, 0);
|
| | | }
|
| | | _level = baseData.godWeaponLV_1;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 1, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(1, 0);
|
| | | }
|
| | | _level = baseData.godWeaponLV_2;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(value, 2, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.LuckValue:
|
| | | break;
|
| | |
| | | baseData.godWeaponLV_1 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(1, baseData.godWeaponLV_1);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 1, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(1, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_2:
|
| | | baseData.godWeaponLV_2 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(2, baseData.godWeaponLV_2);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 2, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_3:
|
| | | baseData.godWeaponLV_3 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(3, baseData.godWeaponLV_3);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 3, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(3, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(3, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_4:
|
| | | baseData.godWeaponLV_4 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(4, baseData.godWeaponLV_4);
|
| | | int _level = (int)value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(baseData.equipShowSwitch, 4, out _level))
|
| | | {
|
| | | hero.SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | hero.SwitchGodWeapon(4, 0);
|
| | | }
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_SoulDust:
|
| | |
| | | return; |
| | | } |
| | | |
| | | _player.UpdateData(vNetData); |
| | | |
| | | switch ((PlayerDataRefresh)vNetData.RefreshType) |
| | | { |
| | | case PlayerDataRefresh.SpeedValue: |
| | |
| | | break; |
| | | case PlayerDataRefresh.OfficialRank: |
| | | _player.ActorInfo.realm = vNetData.Value; |
| | | break; |
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_1: |
| | | _player.SwitchGodWeapon(1, (int)vNetData.Value); |
| | | break; |
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_2: |
| | | _player.SwitchGodWeapon(2, (int)vNetData.Value); |
| | | break; |
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_3: |
| | | _player.SwitchGodWeapon(3, (int)vNetData.Value); |
| | | break; |
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_4: |
| | | _player.SwitchGodWeapon(4, (int)vNetData.Value); |
| | | break; |
| | | } |
| | | |
| | |
| | |
|
| | | Behaviour.StopKillUntilDieAI();
|
| | |
|
| | | SwitchGodWeapon(4, PlayerDatas.Instance.baseData.godWeaponLV_4);
|
| | | int _level = PlayerDatas.Instance.baseData.godWeaponLV_4;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(PlayerDatas.Instance.baseData.equipShowSwitch, 4, out _level))
|
| | | {
|
| | | SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(4, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonSecondary(uint secondaryItemID, GameObject secondary)
|
| | |
| | | MaterialUtility.SwitchXrayShader(m_SecondaryMaterial, true);
|
| | | }
|
| | | GameObjectPoolManager.Instance.AddDontDestroyGoInstID(secondary.GetInstanceID());
|
| | | SwitchGodWeapon(1, PlayerDatas.Instance.baseData.godWeaponLV_1);
|
| | |
|
| | | int _level = PlayerDatas.Instance.baseData.godWeaponLV_1;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(PlayerDatas.Instance.baseData.equipShowSwitch, 1, out _level))
|
| | | {
|
| | | SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(1, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonWeapon(uint weaponItemID, GameObject weapon)
|
| | |
| | | MaterialUtility.SwitchXrayShader(m_WeaponMaterial, true);
|
| | | }
|
| | | GameObjectPoolManager.Instance.AddDontDestroyGoInstID(weapon.GetInstanceID());
|
| | | SwitchGodWeapon(2, PlayerDatas.Instance.baseData.godWeaponLV_2);
|
| | |
|
| | | int _level = PlayerDatas.Instance.baseData.godWeaponLV_2;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(PlayerDatas.Instance.baseData.equipShowSwitch, 2, out _level))
|
| | | {
|
| | | SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonWing(uint wingItemID, GameObject wing)
|
| | |
| | | base.OnFixedUpdate();
|
| | | }
|
| | |
|
| | | public void UpdateData(H0418_tagObjInfoRefresh data)
|
| | | {
|
| | | int _level = 0;
|
| | | switch ((PlayerDataRefresh)data.RefreshType)
|
| | | {
|
| | | case PlayerDataRefresh.EquipShowSwitch:
|
| | | m_H0434.EquipShowSwitch = data.Value;
|
| | | _level = (int)m_H0434.ExAttr18;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 4, out _level))
|
| | | {
|
| | | SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(4, 0);
|
| | | }
|
| | | _level = (int)m_H0434.ExAttr15;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 1, out _level))
|
| | | {
|
| | | SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(1, 0);
|
| | | }
|
| | | _level = (int)m_H0434.ExAttr16;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 2, out _level))
|
| | | {
|
| | | SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(2, 0);
|
| | | }
|
| | | break;
|
| | |
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_1:
|
| | | _level = (int)data.Value;
|
| | | m_H0434.ExAttr15 = data.Value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 1, out _level))
|
| | | {
|
| | | SwitchGodWeapon(1, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(1, 0);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_2:
|
| | | _level = (int)data.Value;
|
| | | m_H0434.ExAttr16 = data.Value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 2, out _level))
|
| | | {
|
| | | SwitchGodWeapon(2, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(2, 0);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_3:
|
| | | _level = (int)data.Value;
|
| | | m_H0434.ExAttr17 = data.Value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 3, out _level))
|
| | | {
|
| | | SwitchGodWeapon(3, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(3, 0);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_4:
|
| | | _level = (int)data.Value;
|
| | | m_H0434.ExAttr18 = data.Value;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 4, out _level))
|
| | | {
|
| | | SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(4, 0);
|
| | | }
|
| | | break;
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonClothes(uint clothesItemID, GameObject clothed)
|
| | | {
|
| | | clothed.layer = LayerUtility.Player;
|
| | |
| | | _renderer.gameObject.SetLayer(LayerUtility.Player, false);
|
| | | MaterialUtility.SwitchXrayShader(m_Material, false);
|
| | |
|
| | | SwitchGodWeapon(4, (int)m_H0434.ExAttr18);
|
| | | int _level = (int)m_H0434.ExAttr18;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 4, out _level))
|
| | | {
|
| | | SwitchGodWeapon(4, _level);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(4, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonSecondary(uint secondaryItemID, GameObject secondary)
|
| | |
| | | _renderer.gameObject.SetLayer(LayerUtility.Player, false);
|
| | | MaterialUtility.SwitchXrayShader(m_SecondaryMaterial, false);
|
| | | }
|
| | |
|
| | | int _level = (int)m_H0434.ExAttr15;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 1, out _level))
|
| | | {
|
| | | SwitchGodWeapon(1, (int)m_H0434.ExAttr15);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(1, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonWeapon(uint weaponItemID, GameObject weapon)
|
| | |
| | | _renderer.gameObject.SetLayer(LayerUtility.Player, false);
|
| | | MaterialUtility.SwitchXrayShader(m_WeaponMaterial, false);
|
| | | }
|
| | |
|
| | | int _level = (int)m_H0434.ExAttr16;
|
| | | if (EquipShowSwitch.IsGodWeaponEffectOn(m_H0434.EquipShowSwitch, 2, out _level))
|
| | | {
|
| | | SwitchGodWeapon(2, (int)m_H0434.ExAttr16);
|
| | | }
|
| | | else
|
| | | {
|
| | | SwitchGodWeapon(2, 0);
|
| | | }
|
| | | }
|
| | |
|
| | | protected sealed override void OnPutonWing(uint wingItemID, GameObject wing)
|
| | | {
|