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1 month ago
using System;
// using FCollision;
using Sog;
using UnityEngine;
namespace CoreGame.Render
{
public static class EntityCreateSrv2
{
public static CombatEntity CreateHeroEntity2(CombatContext context, int heroSkinId, int eid, bool isLocalPlayer = false)
{
// var showCfg = RoleModelDescMgr.Instance.GetConfig(heroSkinId);
var ce = context.CreateEntity(eid,"Hero" + heroSkinId);
// PropertySrv.GetHeroBasePropValue(ce);
// ce.isHero = true;
// ce.AddBlackboard(CfgType.HeroCfg, heroSkinId, new[] { heroSkinId }, Array.Empty<int>(), ce.creationIndex,
// false);
// ce.AddFaction(Faction.Player, SelectUseType.Actor);
// AbilitySrv.AttachActiveAbilityGroup(CommParamDescMgr.Instance.RoleDefaultSki.int_val, ce);
// ce.AddAudio(ce.creationIndex);
// ce.AddAsset(new MainAssetParam()
// {
// path = $"{showCfg.folderPath}/{showCfg.prefabAnim}.prefab",
// parentNodeName = "RenderWorld",
// scaleParam = 1,
// }, null);
//
// // 逻辑位置
// // ce.AddLogicTransform(Fixed64Vector2.zero, Fixed64Vector2.one, Fixed64Vector2.right);
// // 逻辑collision
// FCollisionCreateData fCollisionCreateData = new FCollisionCreateData();
// fCollisionCreateData.shape = (CollisionShapeType)showCfg.colliderType;
// fCollisionCreateData.center = new Fixed64Vector2(showCfg.colliderCenter[0] * Fixed64.EN4, showCfg.colliderCenter[1] * Fixed64.EN4);
// fCollisionCreateData.worldExtends = new Fixed64Vector2(showCfg.colliderSize[0] * Fixed64.EN4, showCfg.colliderSize[1] * Fixed64.EN4);
// fCollisionCreateData.worldRadius = showCfg.colliderSize[0] * Fixed64.EN4;
// var fCollisionShape = FCollisionShape.CreateFromCfg(fCollisionCreateData);
// fCollisionShape.owner = ce;
// fCollisionShape.ConditionalUpdateShape();
// // ce.AddFCollision(fCollisionShape, FCollisionLayer.Player , ce);
// // ce.fCollision.Attach();
//
// ce.AddTransformProxy(Vector2.zero, Vector2.right, ce);
// if (isLocalPlayer)
// {
// Contexts.Combat.localCtrlEid = ce.creationIndex;
// Contexts.Combat.localPlayerEid = ce.creationIndex;
// BattleModule.s_LocalPlayerEid = ce.creationIndex;
// }
//
// ce.isAttractor = true;
// ce.AddEquips(ce);
// ce.equips.SwitchSlotNoCheck(0);
// GunSrv.DynamicEquipGun(ce, CoreUIBridge.BattleInfoParams.equipInfo);
return ce;
}
}
}