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