MagicWeaponControl.cs 1.9 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. namespace GameLogic.Combat.Hero
  7. {
  8. /// <summary>
  9. /// 法宝的管理
  10. /// </summary>
  11. public class MagicWeaponControl
  12. {
  13. private BetterList<CombatMagicWeaponEntity> _allMagicWeapon = new BetterList<CombatMagicWeaponEntity>();
  14. private CombatMagicWeaponEntity _currUserMagicWeapon;
  15. public void AddMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  16. {
  17. _allMagicWeapon.Add(combatMagicWeaponEntity);
  18. }
  19. public void RemoveMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  20. {
  21. _allMagicWeapon.Remove(combatMagicWeaponEntity);
  22. }
  23. public async CTask InitMagicWeapon(CombatHeroEntity combatHeroEntity)
  24. {
  25. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  26. List<int> MagicWeaponID = combatHeroEntity.CurrCombatHeroInfo.MagicWeaponID;
  27. for (int i = 0; i < MagicWeaponID.Count; i++)
  28. {
  29. CombatMagicWeaponEntity heroEntity = new CombatMagicWeaponEntity();
  30. heroEntity.IsEnemy = combatHeroEntity.IsEnemy;
  31. heroEntity.number = i;
  32. MagicWeaponConfig magicWeaponConfig = ConfigComponent.Instance.Get<MagicWeaponConfig>(MagicWeaponID[i]);
  33. cTaskAwaitBuffer.AddTask(heroEntity.Init(this, magicWeaponConfig,
  34. delegate(CombatMagicWeaponEntity entity) { AddMagicWeapon(entity); }));
  35. }
  36. }
  37. public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
  38. {
  39. if (_currUserMagicWeapon == null)
  40. {
  41. return;
  42. }
  43. _currUserMagicWeapon = combatMagicWeaponEntity;
  44. CombatEventManager.Instance.Dispatch(CombatEventType.UseMagicWeapon, null);
  45. }
  46. }
  47. }