NpcManager.cs 3.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System;
  5. /// <summary>
  6. /// 掉落管理者
  7. /// </summary>
  8. public class NpcManager : MonoBehaviour
  9. {
  10. /// <summary>
  11. /// 单键
  12. /// </summary>
  13. private static NpcManager m_Instance;
  14. private int _mapId;
  15. private float _refreshItemTime = 1.0f;
  16. private float _nowRefreshTime = 0.0f;
  17. /// <summary>
  18. /// NPC列表
  19. /// </summary>
  20. private Dictionary<int, SceneEventNpcLogic> npcItems = new Dictionary<int, SceneEventNpcLogic>();
  21. public int MapId
  22. {
  23. get
  24. {
  25. return this._mapId;
  26. }
  27. set
  28. {
  29. this._mapId = value;
  30. }
  31. }
  32. /// <summary>
  33. /// 单键
  34. /// </summary>
  35. public static NpcManager Instance
  36. {
  37. get
  38. {
  39. if (m_Instance == null)
  40. {
  41. GameObject obj = new GameObject("NpcManager");
  42. DontDestroyOnLoad(obj);
  43. if (obj)
  44. {
  45. m_Instance = obj.AddComponent<NpcManager>();
  46. m_Instance.Init();
  47. }
  48. else
  49. {
  50. Debug.LogError("NpcManager 初始化失败!!!");
  51. }
  52. }
  53. return m_Instance;
  54. }
  55. }
  56. public void Update()
  57. {
  58. if (_nowRefreshTime < _refreshItemTime)
  59. {
  60. _nowRefreshTime += Time.deltaTime;
  61. if (_nowRefreshTime >= _refreshItemTime)
  62. {
  63. }
  64. }
  65. }
  66. public void RefreshTaskCardVo(TaskCardVo vo)
  67. {
  68. vo.curSteps.ForEach(stp =>
  69. {
  70. Enum_TaskCmdType eType = (Enum_TaskCmdType)stp.mo().cmd;
  71. if (stp.mo().cmd != (int)Enum_TaskCmdType.PlotOver)
  72. {
  73. return;
  74. }
  75. string[] paramList = stp.mo().paras.Split(',');
  76. int stepNpcID = int.Parse(paramList[0]);
  77. int stepStageID = int.Parse(paramList[1]);
  78. RefreshItem(stepNpcID);
  79. });
  80. }
  81. public void RefreshItem(int id)
  82. {
  83. _nowRefreshTime = 0;
  84. if (npcItems.ContainsKey(id))
  85. {
  86. npcItems[id].RefreshTaskSign();
  87. }
  88. else
  89. {
  90. LogHelper.LogError("查找NPC失败!" + id);
  91. }
  92. }
  93. /// <summary>
  94. /// 初始化
  95. /// </summary>
  96. public void Init()
  97. {
  98. npcItems.Clear();
  99. }
  100. public void AddNpcItem(SceneEventNpcLogic npc)
  101. {
  102. if (npcItems.ContainsKey(npc.info.npcId) == false)
  103. {
  104. npcItems.Add(npc.info.npcId, npc);
  105. }
  106. // 网格优化分配
  107. MyGridMap gridMap = GameObject.Find("GridMap").GetComponent<MyGridMap>();
  108. gridMap.AddOneObjToGrid(npc.gameObject);
  109. }
  110. /// <summary>
  111. /// 删除npc
  112. /// </summary>
  113. /// <param name="auto"></param>
  114. public void RemoveNpcItem(SceneEventNpcLogic npc)
  115. {
  116. Destroy(npc.gameObject);
  117. npcItems.Remove(npc.info.npcId);
  118. }
  119. public void RemoveNpcItem(int id)
  120. {
  121. Destroy(npcItems[id].gameObject);
  122. npcItems.Remove(id);
  123. }
  124. public Dictionary<int, SceneEventNpcLogic> GetAllNpc()
  125. {
  126. return npcItems;
  127. }
  128. }