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