using Games.LogicObj;
using GCGame.Table;
using System.Collections.Generic;
using UnityEngine;
///
/// 客户端NPC 有些NPC需要客户端自己在一定的条件触发
/// Effect.txt 表格扩展参数说明
/// Param1 :EffectParam.txt中id值
/// Param2 :EffectParam.txt中id值
/// Param3 :EffectParam.txt中id值
/// Param4 :EffectParam.txt中id值
/// EffectParams
/// 参数1 ClientNpc.txt表格中的ID
/// 参数2 ClientNpc.txt表格中的ID
/// 参数3 ClientNpc.txt表格中的ID
/// 参数4 ClientNpc.txt表格中的ID
///
public class Impact_ClientNpc : ImpactEffectBase
{
public override EffectLogic.EffectType ImpactEffectType
{
get { return EffectLogic.EffectType.TYPE_CLIENTNPC; }
}
List m_clientNpcs = new List();
public override void StartEffect()
{
base.StartEffect();
for(int i=0;i.Instance.NewCharacterObj(Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_CLIENTNPC, initData);
if(newNPC!=null)
{
Obj_ClientNPC clientNpc = newNPC as Obj_ClientNPC;
if (clientNpc != null)
m_clientNpcs.Add(clientNpc);
}
}
public override void StopEffect()
{
base.StopEffect();
for(int i=0;i