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JJBB/Assets/Project/Script/Player/UserData/PlayerEnterSceneCache.cs

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2024-08-23 15:49:34 +08:00
/********************************************************************************
* PlayerEnterSceneCache.cs
* \Script\Player\UserData\PlayerEnterSceneCache.cs
*
* 2013-12-30
*
* _玩家登陆场景部分
*
*********************************************************************************/
using UnityEngine;
using System.Collections;
using System;
using Games.GlobeDefine;
using GCGame.Table;
public class PlayerEnterSceneCache
{
public PlayerEnterSceneCache()
{
ClearEnterSceneInfo();
}
//进场景的位置在收到EnterScene之后记录
private Vector3 m_EnterScenePos;
public UnityEngine.Vector3 EnterScenePos
{
get { return m_EnterScenePos; }
set { m_EnterScenePos = value; }
}
private float m_Facedir;
public float Facedir
{
get { return m_Facedir; }
set { m_Facedir = value; }
}
//进场景后的ServerID
private int m_nEnterSceneServerID = 0;
public int EnterSceneServerID
{
get { return m_nEnterSceneServerID; }
set { m_nEnterSceneServerID = value; }
}
//前一个场景的SceneID
private int m_nBeforeEnterCopySceneID = 0;
public int BeforeEnterCopySceneID
{
get { return m_nBeforeEnterCopySceneID; }
set { m_nBeforeEnterCopySceneID = value; }
}
//进场景后的SceneID
private int m_nEnterSceneSceneID = 0;
public int EnterSceneSceneID
{
get { return m_nEnterSceneSceneID; }
set { m_nEnterSceneSceneID = value; }
}
//进场景后的CopyScene
private int m_nEnterCopySceneID = 0;
public int EnterCopySceneID
{
get { return m_nEnterCopySceneID; }
set
{
// 副本情况改变时,记录之前副本状态,以用于重置队员状态
if (m_nEnterCopySceneID != value)
{
LastFuben = TableManager.GetFubenByID(m_nEnterCopySceneID, 0);
m_nEnterCopySceneID = value;
}
}
}
/// <summary>
/// 上次场景切换时,所在副本数据
/// </summary>
public Tab_Fuben LastFuben { get; private set; }
//创建MainPlayer的RoleBaseID
private int m_nEnterSceneRoleBaseID;
public int EnterSceneRoleBaseID
{
get { return m_nEnterSceneRoleBaseID; }
set { m_nEnterSceneRoleBaseID = value; }
}
//创建MainPlayer的法宝ID
private int m_nEnterSceneMagicID;
public int EnterSceneMagiclID
{
get { return m_nEnterSceneMagicID; }
set { m_nEnterSceneMagicID = value; }
}
//创建MainPlayer的CharModelID
private int m_nEnterSceneCharModelID;
public int EnterSceneCharModelID
{
get { return m_nEnterSceneCharModelID; }
set { m_nEnterSceneCharModelID = value; }
}
//是否显示翅膀
private bool m_EnterSceneIsShowWing = true;
public bool EnterSceneIsShowWing
{
get { return m_EnterSceneIsShowWing; }
set { m_EnterSceneIsShowWing = value; }
}
//创建MainPlayer的职业ID
private string m_nServerName;
public string ServerName
{
get { return m_nServerName; }
set { m_nServerName = value; }
}
//创建MainPlayer的职业ID
private int m_nProfession;
public int Profession
{
get { return m_nProfession; }
set { m_nProfession = value; }
}
//创建MainPlayer的GUID
private UInt64 m_Guid;
public System.UInt64 Guid
{
get { return m_Guid; }
set { m_Guid = value; }
}
//创建MainPlayer的职业ID
private int m_EnterSceneMountID;
public int EnterSceneMountID
{
get { return m_EnterSceneMountID; }
set { m_EnterSceneMountID = value; }
}
//////////////////////////////////////////////////////////////////////////
//纸娃娃
//////////////////////////////////////////////////////////////////////////
private int m_WeaponDataID;
public int WeaponDataID
{
get { return m_WeaponDataID; }
set { m_WeaponDataID = value; }
}
private int m_ModelVisualID;
public int ModelVisualID
{
get { return m_ModelVisualID; }
set { m_ModelVisualID = value; }
}
private int m_WeaponEffectGem;
public int WeaponEffectGem
{
get { return m_WeaponEffectGem; }
set { m_WeaponEffectGem = value; }
}
private int m_WingModelAuraId;
public int WingModelAuraId
{
set { m_WingModelAuraId = value; }
get { return m_WingModelAuraId; }
}
//private int m_AdvanceWingId;
//public int AdvanceWingId
//{
// set { m_AdvanceWingId = value; }
// get { return m_AdvanceWingId; }
//}
private int m_EffectAuraId;
public int EffectAuraId
{
set { m_EffectAuraId = value; }
get { return m_EffectAuraId; }
}
private int m_nPaoShangState;
public int PaoShangState
{
get { return m_nPaoShangState; }
set { m_nPaoShangState = value; }
}
//清空EnterSceneInfo
public void ClearEnterSceneInfo()
{
m_EnterScenePos = Vector3.zero;
m_nEnterSceneServerID = GlobeVar.INVALID_ID;
m_nEnterSceneSceneID = GlobeVar.INVALID_ID;
m_nEnterSceneRoleBaseID = GlobeVar.INVALID_ID;
m_Guid = GlobeVar.INVALID_GUID;
m_EnterSceneMountID = GlobeVar.INVALID_ID;
m_WeaponDataID = GlobeVar.INVALID_ID;
m_ModelVisualID = GlobeVar.INVALID_ID;
m_WeaponEffectGem = GlobeVar.INVALID_ID;
m_nPaoShangState = GlobeVar.INVALID_ID;
}
}