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