AircraftData.cs 4.7 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using GameFramework.DataTable;
  8. using System;
  9. using System.Collections.Generic;
  10. using UnityEngine;
  11. namespace MetaClient
  12. {
  13. [Serializable]
  14. public abstract class AircraftData : TargetableObjectData
  15. {
  16. [SerializeField]
  17. private ThrusterData m_ThrusterData = null;
  18. [SerializeField]
  19. private List<WeaponData> m_WeaponDatas = new List<WeaponData>();
  20. [SerializeField]
  21. private List<ArmorData> m_ArmorDatas = new List<ArmorData>();
  22. [SerializeField]
  23. private int m_MaxHP = 0;
  24. [SerializeField]
  25. private int m_Defense = 0;
  26. [SerializeField]
  27. private int m_DeadEffectId = 0;
  28. [SerializeField]
  29. private int m_DeadSoundId = 0;
  30. public AircraftData(int entityId, int typeId, CampType camp)
  31. : base(entityId, typeId, camp)
  32. {
  33. IDataTable<DRAircraft> dtAircraft = GameEntry.DataTable.GetDataTable<DRAircraft>();
  34. DRAircraft drAircraft = dtAircraft.GetDataRow(TypeId);
  35. if (drAircraft == null)
  36. {
  37. return;
  38. }
  39. m_ThrusterData = new ThrusterData(GameEntry.Entity.GenerateSerialId(), drAircraft.ThrusterId, Id, Camp);
  40. for (int index = 0, weaponId = 0; (weaponId = drAircraft.GetWeaponIdAt(index)) > 0; index++)
  41. {
  42. AttachWeaponData(new WeaponData(GameEntry.Entity.GenerateSerialId(), weaponId, Id, Camp));
  43. }
  44. for (int index = 0, armorId = 0; (armorId = drAircraft.GetArmorIdAt(index)) > 0; index++)
  45. {
  46. AttachArmorData(new ArmorData(GameEntry.Entity.GenerateSerialId(), armorId, Id, Camp));
  47. }
  48. m_DeadEffectId = drAircraft.DeadEffectId;
  49. m_DeadSoundId = drAircraft.DeadSoundId;
  50. HP = m_MaxHP;
  51. }
  52. /// <summary>
  53. /// 最大生命。
  54. /// </summary>
  55. public override int MaxHP
  56. {
  57. get
  58. {
  59. return m_MaxHP;
  60. }
  61. }
  62. /// <summary>
  63. /// 防御。
  64. /// </summary>
  65. public int Defense
  66. {
  67. get
  68. {
  69. return m_Defense;
  70. }
  71. }
  72. /// <summary>
  73. /// 速度。
  74. /// </summary>
  75. public float Speed
  76. {
  77. get
  78. {
  79. return m_ThrusterData.Speed;
  80. }
  81. }
  82. public int DeadEffectId
  83. {
  84. get
  85. {
  86. return m_DeadEffectId;
  87. }
  88. }
  89. public int DeadSoundId
  90. {
  91. get
  92. {
  93. return m_DeadSoundId;
  94. }
  95. }
  96. public ThrusterData GetThrusterData()
  97. {
  98. return m_ThrusterData;
  99. }
  100. public List<WeaponData> GetAllWeaponDatas()
  101. {
  102. return m_WeaponDatas;
  103. }
  104. public void AttachWeaponData(WeaponData weaponData)
  105. {
  106. if (weaponData == null)
  107. {
  108. return;
  109. }
  110. if (m_WeaponDatas.Contains(weaponData))
  111. {
  112. return;
  113. }
  114. m_WeaponDatas.Add(weaponData);
  115. }
  116. public void DetachWeaponData(WeaponData weaponData)
  117. {
  118. if (weaponData == null)
  119. {
  120. return;
  121. }
  122. m_WeaponDatas.Remove(weaponData);
  123. }
  124. public List<ArmorData> GetAllArmorDatas()
  125. {
  126. return m_ArmorDatas;
  127. }
  128. public void AttachArmorData(ArmorData armorData)
  129. {
  130. if (armorData == null)
  131. {
  132. return;
  133. }
  134. if (m_ArmorDatas.Contains(armorData))
  135. {
  136. return;
  137. }
  138. m_ArmorDatas.Add(armorData);
  139. RefreshData();
  140. }
  141. public void DetachArmorData(ArmorData armorData)
  142. {
  143. if (armorData == null)
  144. {
  145. return;
  146. }
  147. m_ArmorDatas.Remove(armorData);
  148. RefreshData();
  149. }
  150. private void RefreshData()
  151. {
  152. m_MaxHP = 0;
  153. m_Defense = 0;
  154. for (int i = 0; i < m_ArmorDatas.Count; i++)
  155. {
  156. m_MaxHP += m_ArmorDatas[i].MaxHP;
  157. m_Defense += m_ArmorDatas[i].Defense;
  158. }
  159. if (HP > m_MaxHP)
  160. {
  161. HP = m_MaxHP;
  162. }
  163. }
  164. }
  165. }