/******************************************************************************** * 文件名: PlayerEnterSceneCache.cs * 全路径: \Script\Player\UserData\PlayerEnterSceneCache.cs * 创建人: 李嘉 * 创建时间:2013-12-30 * * 功能说明:主角游戏全程需要保留数据_玩家登陆场景部分 * 修改记录: *********************************************************************************/ 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; } } } /// /// 上次场景切换时,所在副本数据 /// 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; } }