Merge pull request 'use default equipments for players' (#60) from feature/load-all-equipments into develop
Reviewed-on: https://git.brew.monster/Unity/perfect-world-unity/pulls/60
This commit is contained in:
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[SerializeField] internal int m_idCurHover; // ID of object under cursor
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protected int m_iShape; // �癒���聶簣礙繕�ID
|
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protected uint m_dwStates; // Player's basic states
|
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// 敶枏��餃稬�孵� // Action type for attack animation
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protected uint m_uAttackType;
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protected int[] m_aEquips;
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protected ROLEEXTPROP m_ExtProps; // Extend properties
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@@ -199,7 +201,7 @@ public abstract partial class CECPlayer : CECObject
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public static async Task<bool> LoadPlayerSkin(GameObject aSkins, int index, string szFile)
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{
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// these are LOD suffix
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string[] suffix1 = {"一级", "二级", "三级"};
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string[] suffix1 = {"銝�蝥?", "鈭𣬚漣", "銝厩漣"};
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string[] suffix2 = {"", "鈭𣬚漣", "銝厩漣"};
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string szSkinFile = "";
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@@ -366,72 +368,72 @@ public abstract partial class CECPlayer : CECObject
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{
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// 0
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||||
ACT_STAND = 0, // �廙姊g
|
||||
ACT_FIGHTSTAND, // Đứng chiến đấu
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||||
ACT_WALK, // Đi bộ
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ACT_RUN, // Chạy
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ACT_JUMP_START, // Bắt đầu nhảy
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ACT_FIGHTSTAND, // �廙姊g chi廕積 �廕?u
|
||||
ACT_WALK, // �i b廙?
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ACT_RUN, // Ch廕?y
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ACT_JUMP_START, // B廕眩 �廕?u nh廕?y
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// 5
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ACT_JUMP_LOOP, // Nhảy trên không lặp lại
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ACT_JUMP_LAND, // Nhảy tiếp đất
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||||
ACT_JUMP_LOOP, // Nh廕?y tr礙n kh繫ng l廕搆 l廕?i
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ACT_JUMP_LAND, // Nh廕?y ti廕穆 �廕?t
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ACT_SWIM, // B①i
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||||
ACT_HANGINWATER, // L① l廙要g trong n⑹廙𢲷
|
||||
ACT_TAKEOFF, // Cất cánh (should be ACT_TAKEOFF_WING)
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||||
ACT_TAKEOFF, // C廕?t c獺nh (should be ACT_TAKEOFF_WING)
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// 10
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||||
ACT_HANGINAIR, // Treo tr礙n kh繫ng (should be ACT_HANGINAIR_WING)
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||||
ACT_FLY, // Bay (should be ACT_FLY_WING)
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||||
ACT_FLYDOWN, // Bay xu廙𤉋g cao (should be ACT_FLYDOWN_WING_HIGH)
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||||
ACT_FLYDOWN_WING_LOW, // Bay xuống thấp (should be ACT_FLYDOWN_WING_LOW)
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ACT_LANDON, // Hạ cánh (should be ACT_LAND_WING)
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||||
ACT_FLYDOWN_WING_LOW, // Bay xu廙𤉋g th廕?p (should be ACT_FLYDOWN_WING_LOW)
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||||
ACT_LANDON, // H廕? c獺nh (should be ACT_LAND_WING)
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||||
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||||
// 15
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||||
ACT_TAKEOFF_SWORD, // Kiếm bay - cất cánh
|
||||
ACT_TAKEOFF_SWORD, // Ki廕禦 bay - c廕?t c獺nh
|
||||
ACT_HANGINAIR_SWORD, // Ki廕禦 bay - treo kh繫ng trung
|
||||
ACT_FLY_SWORD, // Ki廕禦 bay - ti廕積 t廙𢹂
|
||||
ACT_FLYDOWN_SWORD_HIGH, // Ki廕禦 bay - r①i cao
|
||||
ACT_FLYDOWN_SWORD_LOW, // Kiếm bay - rơi thấp
|
||||
ACT_FLYDOWN_SWORD_LOW, // Ki廕禦 bay - r①i th廕?p
|
||||
|
||||
// 20
|
||||
ACT_LANDON_SWORD, // Kiếm bay - hạ cánh
|
||||
ACT_LANDON_SWORD, // Ki廕禦 bay - h廕? c獺nh
|
||||
ACT_SITDOWN, // Ng廙𧗽
|
||||
ACT_SITDOWN_LOOP, // Ngồi lặp lại
|
||||
ACT_SITDOWN_LOOP, // Ng廙𧗽 l廕搆 l廕?i
|
||||
ACT_STANDUP, // �廙姊g d廕軌
|
||||
ACT_WOUNDED, // Bị thương
|
||||
ACT_WOUNDED, // B廙? th⑹①ng
|
||||
|
||||
// 25
|
||||
ACT_GROUNDDIE, // Chết trên mặt đất
|
||||
ACT_GROUNDDIE_LOOP, // Chết trên đất (loop)
|
||||
ACT_GROUNDDIE, // Ch廕篙 tr礙n m廕暗 �廕?t
|
||||
ACT_GROUNDDIE_LOOP, // Ch廕篙 tr礙n �廕?t (loop)
|
||||
ACT_WATERDIE, // Ch廕篙 trong n⑹廙𢲷
|
||||
ACT_WATERDIE_LOOP, // Ch廕篙 trong n⑹廙𢲷 (loop)
|
||||
ACT_AIRDIE_ST, // Chết trên không (bắt đầu)
|
||||
ACT_AIRDIE_ST, // Ch廕篙 tr礙n kh繫ng (b廕眩 �廕?u)
|
||||
|
||||
// 30
|
||||
ACT_AIRDIE, // Ch廕篙 tr礙n kh繫ng (loop r①i)
|
||||
ACT_AIRDIE_ED, // Chết trên không (chạm đất)
|
||||
ACT_AIRDIE_LAND_LOOP, // Chết rơi đất (loop)
|
||||
ACT_AIRDIE_ED, // Ch廕篙 tr礙n kh繫ng (ch廕?m �廕?t)
|
||||
ACT_AIRDIE_LAND_LOOP, // Ch廕篙 r①i �廕?t (loop)
|
||||
ACT_REVIVE, // H廙𧗽 sinh
|
||||
ACT_CUSTOMIZE, // �廙㷌g t獺c t羅y ch廙纤h
|
||||
|
||||
// 35
|
||||
ACT_STRIKEBACK, // Bị đánh lùi
|
||||
ACT_STRIKEDOWN, // Bị đánh ngã
|
||||
ACT_STRIKEDOWN_LOOP, // Bị đánh ngã (loop)
|
||||
ACT_STRIKEDOWN_STANDUP, // Bị đánh ngã rồi đứng dậy
|
||||
ACT_PICKUP, // Nhặt đồ
|
||||
ACT_STRIKEBACK, // B廙? �獺nh l羅i
|
||||
ACT_STRIKEDOWN, // B廙? �獺nh ng瓊
|
||||
ACT_STRIKEDOWN_LOOP, // B廙? �獺nh ng瓊 (loop)
|
||||
ACT_STRIKEDOWN_STANDUP, // B廙? �獺nh ng瓊 r廙𧗽 �廙姊g d廕軌
|
||||
ACT_PICKUP, // Nh廕暗 �廙?
|
||||
|
||||
// 40
|
||||
ACT_PICKUP_LOOP, // Nhặt đồ (loop)
|
||||
ACT_PICKUP_STANDUP, // Nhặt đồ đứng dậy
|
||||
ACT_PICKUP_MATTER, // Nhặt vật thể
|
||||
ACT_PICKUP_LOOP, // Nh廕暗 �廙? (loop)
|
||||
ACT_PICKUP_STANDUP, // Nh廕暗 �廙? �廙姊g d廕軌
|
||||
ACT_PICKUP_MATTER, // Nh廕暗 v廕負 th廙?
|
||||
ACT_GAPE, // H獺 mi廙𡵞g
|
||||
ACT_LOOKAROUND, // Nh穫n quanh
|
||||
|
||||
// 45
|
||||
ACT_PLAYWEAPON, // Vung v觼 kh穩
|
||||
ACT_EXP_WAVE, // V廕咳 tay
|
||||
ACT_EXP_NOD, // Gật đầu
|
||||
ACT_EXP_SHAKEHEAD, // Lắc đầu
|
||||
ACT_EXP_NOD, // G廕負 �廕?u
|
||||
ACT_EXP_SHAKEHEAD, // L廕畚 �廕?u
|
||||
ACT_EXP_SHRUG, // Nh繳n vai
|
||||
|
||||
// 50
|
||||
@@ -442,14 +444,14 @@ public abstract partial class CECPlayer : CECObject
|
||||
ACT_EXP_KISSHAND, // H繫n tay
|
||||
|
||||
// 55
|
||||
ACT_EXP_SHY, // Ngại ngùng
|
||||
ACT_EXP_SHY, // Ng廕?i ng羅ng
|
||||
ACT_EXP_SALUTE, // Ch�o
|
||||
ACT_EXP_SITDOWN, // Ng廙𧗽 xu廙𤉋g
|
||||
ACT_EXP_SITDOWN_LOOP, // Ng廙𧗽 xu廙𤉋g (loop)
|
||||
ACT_EXP_SITDOWN_STANDUP, // Ng廙𧗽 xu廙𤉋g r廙𧗽 �廙姊g d廕軌
|
||||
|
||||
// 60
|
||||
ACT_EXP_ASSAULT, // Tấn công
|
||||
ACT_EXP_ASSAULT, // T廕?n c繫ng
|
||||
ACT_EXP_THINK, // Suy ngh藺
|
||||
ACT_EXP_DEFIANCE, // Th獺ch th廙妾
|
||||
ACT_EXP_VICTORY, // Chi廕積 th廕疸g
|
||||
@@ -458,44 +460,44 @@ public abstract partial class CECPlayer : CECObject
|
||||
// 65
|
||||
ACT_EXP_KISS_LOOP, // H繫n (loop)
|
||||
ACT_EXP_KISS_END, // K廕篙 th繳c h繫n
|
||||
ACT_ATTACK_1, // Tấn công 1
|
||||
ACT_ATTACK_2, // Tấn công 2
|
||||
ACT_ATTACK_3, // Tấn công 3
|
||||
ACT_ATTACK_1, // T廕?n c繫ng 1
|
||||
ACT_ATTACK_2, // T廕?n c繫ng 2
|
||||
ACT_ATTACK_3, // T廕?n c繫ng 3
|
||||
|
||||
// 70
|
||||
ACT_ATTACK_4, // Tấn công 4
|
||||
ACT_ATTACK_4, // T廕?n c繫ng 4
|
||||
ACT_ATTACK_TOSS, // N矇m v觼 kh穩
|
||||
ACT_TRICK_RUN, // Chiêu khi chạy
|
||||
ACT_TRICK_JUMP, // Chiêu khi nhảy
|
||||
ACT_FLY_GLIDE, // Lượn
|
||||
ACT_TRICK_RUN, // Chi礙u khi ch廕?y
|
||||
ACT_TRICK_JUMP, // Chi礙u khi nh廕?y
|
||||
ACT_FLY_GLIDE, // L⑹廙?n
|
||||
|
||||
// 75
|
||||
ACT_FLY_GLIDE_SWORD, // Kiếm bay - lượn
|
||||
ACT_EXP_FIGHT, // Tư thế chiến đấu
|
||||
ACT_EXP_ATTACK1, // Tấn công diễn xuất 1
|
||||
ACT_EXP_ATTACK2, // Tấn công diễn xuất 2
|
||||
ACT_EXP_ATTACK3, // Tấn công diễn xuất 3
|
||||
ACT_FLY_GLIDE_SWORD, // Ki廕禦 bay - l⑹廙?n
|
||||
ACT_EXP_FIGHT, // T⑹ th廕? chi廕積 �廕?u
|
||||
ACT_EXP_ATTACK1, // T廕?n c繫ng di廙� xu廕?t 1
|
||||
ACT_EXP_ATTACK2, // T廕?n c繫ng di廙� xu廕?t 2
|
||||
ACT_EXP_ATTACK3, // T廕?n c繫ng di廙� xu廕?t 3
|
||||
|
||||
// 80
|
||||
ACT_EXP_ATTACK4, // Tấn công diễn xuất 4
|
||||
ACT_EXP_DEFENCE, // Phòng thủ
|
||||
ACT_EXP_ATTACK4, // T廕?n c繫ng di廙� xu廕?t 4
|
||||
ACT_EXP_DEFENCE, // Ph簷ng th廙?
|
||||
ACT_EXP_FALL, // T矇 ng瓊
|
||||
ACT_EXP_FALLONGROUND, // Ngã xuống đất
|
||||
ACT_EXP_FALLONGROUND, // Ng瓊 xu廙𤉋g �廕?t
|
||||
ACT_EXP_LOOKAROUND, // Nh穫n quanh
|
||||
|
||||
// 85
|
||||
ACT_EXP_DANCE, // Nhảy múa
|
||||
ACT_EXP_DANCE, // Nh廕?y m繳a
|
||||
ACT_EXP_FASHIONWEAPON, // �廙㷌g t獺c v觼 kh穩 th廙𩥉 trang
|
||||
ACT_USEITEM, // D羅ng item
|
||||
ACT_USEITMELOOP, // D羅ng item (loop)
|
||||
ACT_TWO_KISS, // H繫n �繫i
|
||||
|
||||
// 90
|
||||
ACT_USING_TARGET_ITEM, // Dùng đạo cụ
|
||||
ACT_USING_TARGET_ITEM, // D羅ng �廕?o c廙?
|
||||
ACT_SWIM_FOR_MOVESKILL, // B①i trong l繳c d羅ng skill di chuy廙�
|
||||
|
||||
ACT_MAX,
|
||||
ACT_CASTSKILL // Chỉ là placeholder cho skill actions
|
||||
ACT_CASTSKILL // Ch廙? l� placeholder cho skill actions
|
||||
}
|
||||
|
||||
public void PlayAttackEffect(int idTarget, int idSkill, int skillLevel, int nDamage,
|
||||
@@ -655,7 +657,7 @@ public abstract partial class CECPlayer : CECObject
|
||||
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
|
||||
{
|
||||
|
||||
// “起” 动作(挥起)
|
||||
// �𡏭絲�? �其�嚗�泿韏瘀�
|
||||
szAct = EC_Utility.BuildActionName(action, weapon_type, "�簸");
|
||||
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
|
||||
szAct = EC_Utility.BuildActionName(action, weapon_type, "�瓣");
|
||||
@@ -668,7 +670,7 @@ public abstract partial class CECPlayer : CECObject
|
||||
|
||||
nTime1 = _pPlayerModel.GetComActTimeSpanByName(szAct);
|
||||
|
||||
// “收” 动作(挥下)
|
||||
// �𨀣𤣰�? �其�嚗�泿銝页�
|
||||
szAct = $"{action.data.action_prefix}_{action.data.action_weapon_suffix[weapon_type].suffix}�瓣";
|
||||
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
|
||||
|
||||
@@ -690,7 +692,7 @@ public abstract partial class CECPlayer : CECObject
|
||||
GetProfession() == PROF_MONK ||
|
||||
GetProfession() == PROF_GHOST)
|
||||
{
|
||||
szActionMiddleName = "¿ÕÖгá°ò"; // tấn công trên không
|
||||
szActionMiddleName = "聶���糧獺簞簷"; // t廕?n c繫ng tr礙n kh繫ng
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -728,7 +730,7 @@ public abstract partial class CECPlayer : CECObject
|
||||
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 300, iAction, false, false, bHideFX, true);*/
|
||||
|
||||
// ==============================
|
||||
// Điều chỉnh tốc độ phát animation theo tốc độ tấn công
|
||||
// �i廙� ch廙纤h t廙倴 �廙? ph獺t animation theo t廙倴 �廙? t廕?n c繫ng
|
||||
// ==============================
|
||||
/* if (nAttackSpeed > 0)
|
||||
{
|
||||
@@ -745,7 +747,7 @@ public abstract partial class CECPlayer : CECObject
|
||||
attackTime = nTime1 + nTime2;*/
|
||||
|
||||
// ==============================
|
||||
// Cập nhật vị trí weapon hanger (vũ khí)
|
||||
// C廕計 nh廕負 v廙? tr穩 weapon hanger (v觼 kh穩)
|
||||
// ==============================
|
||||
//UpdateWeaponHangerPosByAction(iAction);
|
||||
|
||||
@@ -955,10 +957,10 @@ public abstract partial class CECPlayer : CECObject
|
||||
int turnSpeed = 5;
|
||||
if (direction.sqrMagnitude > 0.001f)
|
||||
{
|
||||
// Tạo rotation mới hướng tới target
|
||||
// T廕?o rotation m廙𢹂 h⑹廙𣌟g t廙𢹂 target
|
||||
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
|
||||
|
||||
// Xoay mượt từ rotation hiện tại sang rotation mục tiêu
|
||||
// Xoay m⑹廙?t t廙? rotation hi廙𡵞 t廕?i sang rotation m廙?c ti礙u
|
||||
//transform.rotation = Quaternion.Slerp(
|
||||
// transform.rotation,
|
||||
// targetRotation,
|
||||
|
||||
@@ -774,7 +774,7 @@ namespace CSNetwork.S2CCommand
|
||||
TEAM_MEMBER_DATA,
|
||||
|
||||
TEAM_MEMBER_POS, // 65
|
||||
EQUIP_DATA, // �û���װ�����ݣ�Ӱ�����
|
||||
EQUIP_DATA, // 锟矫伙拷锟斤拷装锟斤拷锟斤拷锟捷o拷影锟斤拷锟斤拷锟?
|
||||
EQUIP_DATA_CHANGED,
|
||||
EQUIP_DAMAGED, // 装锟斤拷锟斤拷
|
||||
TEAM_MEMBER_PICKUP, // 锟斤拷锟窖硷拷锟斤拷装锟斤拷
|
||||
@@ -1091,8 +1091,8 @@ namespace CSNetwork.S2CCommand
|
||||
PRODUCE4_ITEM_INFO,
|
||||
ONLINE_AWARD_DATA, //锟斤拷锟竭斤拷锟斤拷
|
||||
|
||||
TOGGLE_ONLINE_AWARD, // 330 ����л������߽����Ŀ���״̬
|
||||
PLAYER_PROFIT_TIME, // �������ʱ��
|
||||
TOGGLE_ONLINE_AWARD, // 330 锟斤拷锟斤拷谢锟斤拷锟斤拷锟斤拷呓锟斤拷锟斤拷目锟斤拷锟阶刺?
|
||||
PLAYER_PROFIT_TIME, // 锟斤拷锟斤拷锟斤拷锟绞憋拷锟?
|
||||
ENTER_NONPENALTY_PVP_STATE, // PK锟睫惩凤拷
|
||||
SELF_COUNTRY_NOTIFY,
|
||||
PLAYER_COUNTRY_CHANGED,
|
||||
@@ -1119,12 +1119,12 @@ namespace CSNetwork.S2CCommand
|
||||
PET_REBUILD_NATURE_START,
|
||||
PET_REBUILD_NATURE_INFO,
|
||||
PET_REBUILD_NATURE_END,
|
||||
EQUIP_ADDON_UPDATE_NOTIFY, //354 ֪ͨװ����ʯ���
|
||||
EQUIP_ADDON_UPDATE_NOTIFY, //354 通知装锟斤拷锟斤拷石锟斤拷锟?
|
||||
|
||||
SELF_KING_NOTIFY, // 355
|
||||
PLAYER_KING_CHANGED,
|
||||
MERIDIANS_NOTIFY, // ������Ϣ���
|
||||
MERIDIANS_RESULT, // ������Ѩ���
|
||||
MERIDIANS_NOTIFY, // 锟斤拷锟斤拷锟斤拷息锟斤拷锟?
|
||||
MERIDIANS_RESULT, // 锟斤拷锟斤拷锟斤拷穴锟斤拷锟?
|
||||
COUNTRYBATTLE_STRONGHOND_STATE_NOTIFY,
|
||||
|
||||
QUERY_TOUCH_POINT, // 360
|
||||
@@ -1136,32 +1136,32 @@ namespace CSNetwork.S2CCommand
|
||||
MODIFY_TITLE_NOFIFY, // 365
|
||||
REFRESH_SIGNIN, // 签锟斤拷状态
|
||||
PARALLEL_WORLD_INFO,
|
||||
PLAYER_REINCARNATION, // ���ת��
|
||||
PLAYER_REINCARNATION, // 锟斤拷锟阶?锟斤拷
|
||||
REINCARNATION_TOME_INFO, // 转锟斤拷锟斤拷锟斤拷锟斤拷息
|
||||
|
||||
ACTIVATE_REINCARNATION_TOME, // 370 转锟斤拷锟斤拷锟斤拷锟角否激伙拷
|
||||
UNIQUE_DATA_NOTIFY, // 锟斤拷史锟狡斤拷 锟斤拷全锟斤拷锟斤拷锟斤拷
|
||||
USE_GIFTCARD_RESULT,
|
||||
REALM_EXP, // 锟斤拷锟界经锟斤拷
|
||||
REALM_LEVEL, // ����ȼ�
|
||||
REALM_LEVEL, // 锟斤拷锟斤拷燃锟?
|
||||
|
||||
ENTER_TRICKBATTLE, // 375 锟斤拷锟斤拷战锟斤拷 锟斤拷锟藉含锟斤拷同锟斤拷战锟斤拷锟斤拷战锟斤拷
|
||||
TRICKBATTLE_PERSONAL_SCORE, // 战锟斤拷锟皆硷拷锟矫凤拷
|
||||
TRICKBATTLE_CHARIOT_INFO, // 战锟斤拷锟斤拷息
|
||||
PLAYER_LEADERSHIP, // ���ͳ����
|
||||
PLAYER_LEADERSHIP, // 锟斤拷锟酵筹拷锟斤拷锟?
|
||||
GENERALCARD_COLLECTION_DATA, // 锟戒将锟斤拷图锟斤拷锟斤拷锟斤拷
|
||||
|
||||
ADD_GENERALCARD_COLLECTION, // 380 锟秸藏匡拷锟斤拷
|
||||
REFRESH_MONSTERSPIRIT_LEVEL, // 锟斤拷锟斤拷
|
||||
MINE_GATHERED, // ����ɹ��ɼ��㲥
|
||||
PLAYER_IN_OUT_BATTLE, // ������ҽ���/����ս��״̬
|
||||
MINE_GATHERED, // 锟斤拷锟斤拷晒锟斤拷杉锟斤拷悴?
|
||||
PLAYER_IN_OUT_BATTLE, // 锟斤拷锟斤拷锟斤拷医锟斤拷锟?/锟斤拷锟斤拷战锟斤拷状态
|
||||
PLAYER_QUERY_CHARIOTS, // 战锟斤拷锟斤拷锟斤拷锟斤拷询
|
||||
|
||||
COUNTRYBATTLE_LIVE_SHOW_RESULT, // 385 锟斤拷战战锟斤拷rank锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷
|
||||
RANDOM_MALL_SHOPPING_RES, // ����̳Dz�ѯ����
|
||||
RANDOM_MALL_SHOPPING_RES, // 锟斤拷锟斤拷坛遣锟窖?锟斤拷锟斤拷
|
||||
FACTION_PVP_MASK_MODIFY, // 锟斤拷锟斤拷PVP状态锟侥憋拷
|
||||
PLAYER_WORLD_CONTRIBUTION, // 锟斤拷锟界贡锟阶讹拷
|
||||
RANDOM_MAP_ORDER, // �����ͼ
|
||||
RANDOM_MAP_ORDER, // 锟斤拷锟斤拷锟酵?
|
||||
|
||||
SCENE_SERVICE_NPC_LIST, // 390锟斤拷前锟斤拷锟斤拷锟斤拷学习锟斤拷锟杰碉拷NPC锟叫憋拷
|
||||
NPC_VISIBLE_TID_NOTIFY, // 锟姐播通知锟斤拷野锟斤拷npc锟戒换锟斤拷锟斤拷模锟斤拷
|
||||
@@ -1170,7 +1170,7 @@ namespace CSNetwork.S2CCommand
|
||||
COMBO_SKILL_PREPARE,
|
||||
|
||||
INSTANCE_REENTER_NOTIFY, // 395 锟斤拷锟斤拷锟斤拷锟斤拷通知
|
||||
PRAY_DISTANCE_CHANGE, // �����������
|
||||
PRAY_DISTANCE_CHANGE, // 锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟?
|
||||
};
|
||||
|
||||
public struct CMD_GetAllData
|
||||
@@ -1359,12 +1359,6 @@ namespace CSNetwork.S2CCommand
|
||||
{
|
||||
public int id;
|
||||
};
|
||||
|
||||
public struct cmd_sevnpc_serve
|
||||
{
|
||||
public int service_type;
|
||||
public uint len;
|
||||
};
|
||||
}
|
||||
|
||||
// Player and NPC state
|
||||
@@ -545,7 +545,7 @@ namespace CSNetwork.C2SCommand
|
||||
var cmd = new cmd_sevnpc_serve
|
||||
{
|
||||
service_type = serviceType,
|
||||
len = len
|
||||
len = (int)len
|
||||
};
|
||||
return SerializeCommand(CommandID.SEVNPC_SERVE, cmd);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0c06c588e2a6442488a3542551fb243
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BrewMonster.Scripts
|
||||
{
|
||||
// this script holds reference to the default equipments for the player model
|
||||
public class PlayerDefaultEquipments : MonoBehaviour
|
||||
{
|
||||
public GameObject DefaultUpper;
|
||||
public GameObject DefaultLower;
|
||||
public GameObject DefaultWirst;
|
||||
public GameObject DefaultFoot;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1863d89e9a45e43febda13d0579ec149
|
||||
@@ -6,7 +6,7 @@ using BrewMonster.Scripts.Managers;
|
||||
using ModelRenderer.Scripts.GameData;
|
||||
using UnityEngine;
|
||||
|
||||
public partial class CECHostPlayer
|
||||
public partial class CECPlayer
|
||||
{
|
||||
public const int NUM_PROFESSION = (int)Profession.NUM_PROFESSION;
|
||||
public const int NUM_GENDER = (int)Gender.NUM_GENDER;
|
||||
@@ -46,31 +46,31 @@ public partial class CECHostPlayer
|
||||
|
||||
public static readonly string[] _equipment_skin =
|
||||
{
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"",
|
||||
"models/players/装备/女/{0}/妖精{1}",
|
||||
"models/players/装备/男/{0}/妖兽{1}",
|
||||
"models/players/装å??/å¥?/{0}/妖精{1}",
|
||||
"models/players/装å??/ç”?/{0}/妖兽{1}",
|
||||
"",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装备/男/{0}/男通用{1}",
|
||||
"models/players/装备/女/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
"models/players/装å??/ç”?/{0}/男通用{1}",
|
||||
"models/players/装å??/å¥?/{0}/女通用{1}",
|
||||
};
|
||||
|
||||
|
||||
@@ -95,15 +95,37 @@ public partial class CECHostPlayer
|
||||
{
|
||||
WINGTYPE_WING, // 锟斤拷锟斤拷锟斤拷锟斤拷锟酵�拷锟斤拷锟??????
|
||||
WINGTYPE_FLYSWORD, // 锟斤拷锟斤拷锟斤拷锟斤拷锟酵�拷锟缴斤拷
|
||||
WINGTYPE_DOUBLEWHEEL, // 锟斤拷锟斤拷锟斤拷锟斤拷锟酵o拷双锟脚凤拷锟斤拷锟斤拷
|
||||
WINGTYPE_DOUBLEWHEEL, // 锟斤拷锟斤拷锟斤拷锟斤拷锟酵�拷�锟脚凤拷锟斤拷锟斤�
|
||||
}
|
||||
|
||||
public int[] m_aEquips = new int[InventoryConst.IVTRSIZE_EQUIPPACK];
|
||||
|
||||
// 当前攻击方式 // Action type for attack animation
|
||||
public uint m_uAttackType;
|
||||
private static readonly SkinIndex[] _location_skin_map =
|
||||
{
|
||||
SkinIndex.SKIN_BODY_INDEX,
|
||||
SkinIndex.SKIN_UPPER_BODY_INDEX,
|
||||
SkinIndex.SKIN_WRIST_INDEX,
|
||||
SkinIndex.SKIN_LOWER_INDEX,
|
||||
SkinIndex.SKIN_FOOT_INDEX,
|
||||
SkinIndex.SKIN_UPPER_BODY_INDEX,
|
||||
SkinIndex.SKIN_UPPER_BODY_INDEX,
|
||||
SkinIndex.SKIN_LOWER_INDEX,
|
||||
SkinIndex.SKIN_UPPER_BODY_INDEX
|
||||
};
|
||||
|
||||
// The skeleton builder holds the reference to the player's bones
|
||||
// We use this to setup the bones for the equipment skinned mesh renderers
|
||||
private SkeletonBuilder _skeletonBuilder;
|
||||
private PlayerDefaultEquipments _playerDefaultEquipments;
|
||||
private PlayerDefaultEquipments PlayerDefaultEquipments
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_playerDefaultEquipments == null)
|
||||
{
|
||||
_playerDefaultEquipments = GetComponent<PlayerDefaultEquipments>();
|
||||
}
|
||||
return _playerDefaultEquipments;
|
||||
}
|
||||
}
|
||||
|
||||
public bool UpdateEquipSkins()
|
||||
{
|
||||
@@ -131,8 +153,44 @@ public partial class CECHostPlayer
|
||||
DATA_TYPE DataType = default;
|
||||
for (int i = 0; i < InventoryConst.IVTRSIZE_EQUIPPACK; i++)
|
||||
{
|
||||
//TODO: The equipment ids store the stone information, we need to extract the stone information from the equipment id.
|
||||
/*
|
||||
int idEquipment = pEquipmentID[i];
|
||||
if((i >= EQUIPIVTR_FASHION_BODY && i <= EQUIPIVTR_FASHION_WRIST ) ||
|
||||
i == EQUIPIVTR_FASHION_HEAD || i == EQUIPIVTR_FASHION_WEAPON)
|
||||
{
|
||||
WORD wColor = (idEquipment & 0xffff0000) >> 16;
|
||||
idEquipment &= 0x0000ffff;
|
||||
color = FASHION_WORDCOLOR_TO_A3DCOLOR(wColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
if( i == EQUIPIVTR_WEAPON )
|
||||
{
|
||||
pResult->stoneWeapon = (idEquipment & 0xffff0000) >> 16;
|
||||
}
|
||||
if( i == EQUIPIVTR_BODY )
|
||||
{
|
||||
pResult->stoneUpperBody = (idEquipment & 0xffff0000) >> 16;
|
||||
}
|
||||
if( i == EQUIPIVTR_WRIST )
|
||||
{
|
||||
pResult->stoneWrist = (idEquipment & 0xffff0000) >> 16;
|
||||
}
|
||||
if( i == EQUIPIVTR_LEG )
|
||||
{
|
||||
pResult->stoneLowerBody = (idEquipment & 0xffff0000) >> 16;
|
||||
}
|
||||
if( i == EQUIPIVTR_FOOT )
|
||||
{
|
||||
pResult->stoneFoot = (idEquipment & 0xffff0000) >> 16;
|
||||
}
|
||||
idEquipment &= 0x0000ffff;
|
||||
}
|
||||
*/
|
||||
if (pEquipmentID[i] != m_aEquips[i])
|
||||
{
|
||||
m_aEquips[i] = pEquipmentID[i]; // store the current equipment id
|
||||
// new equipment. Need to load and equip to host player
|
||||
var equipData = elemendataman.get_data_ptr((uint)pEquipmentID[i], ID_SPACE.ID_SPACE_ESSENCE, ref DataType);
|
||||
object subTypeData = null;
|
||||
@@ -148,7 +206,7 @@ public partial class CECHostPlayer
|
||||
}
|
||||
string fileModelRight = AFile.NormalizePath(weaponData.FileModelRight).ToLower();
|
||||
string fileModelLeft = AFile.NormalizePath(weaponData.FileModelLeft).ToLower();
|
||||
BMLogger.Log($"ShowEquipments():: Weapon Essence: {fileModelRight} -- {fileModelLeft}");
|
||||
// BMLogger.Log($"ShowEquipments():: Weapon Essence: {fileModelRight} -- {fileModelLeft}");
|
||||
GameObject weaponPrefab = null;
|
||||
if (!string.IsNullOrEmpty(fileModelRight))
|
||||
{
|
||||
@@ -179,10 +237,12 @@ public partial class CECHostPlayer
|
||||
}
|
||||
break;
|
||||
case DATA_TYPE.DT_ARMOR_ESSENCE:
|
||||
var armorData = (ARMOR_ESSENCE)equipData;
|
||||
BMLogger.Log($"ShowEquipments():: Armor Essence: {armorData.RealName}");
|
||||
var pArmor = (ARMOR_ESSENCE)equipData;
|
||||
var nLocation = pArmor.equip_location;
|
||||
bool useDefaultArmor = true;
|
||||
// BMLogger.Log($"ShowEquipments():: Armor Essence: {pArmor.RealName}");
|
||||
|
||||
var armorSkinPath = _GenEquipmentSkinPath(UnityGameSession.Instance.GetRoleInfo().occupation, UnityGameSession.Instance.GetRoleInfo().gender, armorData.RealName);
|
||||
var armorSkinPath = _GenEquipmentSkinPath(UnityGameSession.Instance.GetRoleInfo().occupation, UnityGameSession.Instance.GetRoleInfo().gender, pArmor.RealName);
|
||||
if (!armorSkinPath.EndsWith(".ecm"))
|
||||
{
|
||||
armorSkinPath += ".ecm";
|
||||
@@ -206,6 +266,25 @@ public partial class CECHostPlayer
|
||||
skinnedMeshRenderereFromData._skinnedMeshRenderer.rootBone = skinnedMeshRenderereFromData._skinnedMeshRenderer.bones[^1];
|
||||
}
|
||||
}
|
||||
|
||||
useDefaultArmor = false;
|
||||
}
|
||||
|
||||
// disable/enable the default equipment
|
||||
switch (nLocation)
|
||||
{
|
||||
case (uint)SkinIndex.SKIN_UPPER_BODY_INDEX:
|
||||
PlayerDefaultEquipments.DefaultUpper.SetActive(useDefaultArmor);
|
||||
break;
|
||||
case (uint)SkinIndex.SKIN_LOWER_INDEX:
|
||||
PlayerDefaultEquipments.DefaultLower.SetActive(useDefaultArmor);
|
||||
break;
|
||||
case (uint)SkinIndex.SKIN_WRIST_INDEX:
|
||||
PlayerDefaultEquipments.DefaultWirst.SetActive(useDefaultArmor);
|
||||
break;
|
||||
case (uint)SkinIndex.SKIN_FOOT_INDEX:
|
||||
PlayerDefaultEquipments.DefaultFoot.SetActive(useDefaultArmor);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
||||
Reference in New Issue
Block a user