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https://github.com/FlourishingWorld/hk4e.git
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加载lua脚本方法
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+24
-24
@@ -370,24 +370,24 @@ func (g *GameManager) CreateConfigEntity(scene *Scene, objectId int64, entityCon
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case *gdconf.Monster:
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monster := entityConfig.(*gdconf.Monster)
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return scene.CreateEntityMonster(&model.Vector{
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X: monster.Pos.X,
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Y: monster.Pos.Y,
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Z: monster.Pos.Z,
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X: float64(monster.Pos.X),
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Y: float64(monster.Pos.Y),
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Z: float64(monster.Pos.Z),
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}, &model.Vector{
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X: monster.Rot.X,
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Y: monster.Rot.Y,
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Z: monster.Rot.Z,
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X: float64(monster.Rot.X),
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Y: float64(monster.Rot.Y),
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Z: float64(monster.Rot.Z),
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}, uint32(monster.MonsterId), uint8(monster.Level), g.GetTempFightPropMap(), uint32(monster.ConfigId), objectId)
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case *gdconf.Npc:
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npc := entityConfig.(*gdconf.Npc)
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return scene.CreateEntityNpc(&model.Vector{
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X: npc.Pos.X,
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Y: npc.Pos.Y,
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Z: npc.Pos.Z,
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X: float64(npc.Pos.X),
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Y: float64(npc.Pos.Y),
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Z: float64(npc.Pos.Z),
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}, &model.Vector{
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X: npc.Rot.X,
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Y: npc.Rot.Y,
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Z: npc.Rot.Z,
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X: float64(npc.Rot.X),
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Y: float64(npc.Rot.Y),
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Z: float64(npc.Rot.Z),
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}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), objectId)
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case *gdconf.Gadget:
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gadget := entityConfig.(*gdconf.Gadget)
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@@ -398,23 +398,23 @@ func (g *GameManager) CreateConfigEntity(scene *Scene, objectId int64, entityCon
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return 0
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}
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return scene.CreateEntityGadgetGather(&model.Vector{
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X: gadget.Pos.X,
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Y: gadget.Pos.Y,
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Z: gadget.Pos.Z,
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X: float64(gadget.Pos.X),
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Y: float64(gadget.Pos.Y),
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Z: float64(gadget.Pos.Z),
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}, &model.Vector{
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X: gadget.Rot.X,
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Y: gadget.Rot.Y,
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Z: gadget.Rot.Z,
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X: float64(gadget.Rot.X),
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Y: float64(gadget.Rot.Y),
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Z: float64(gadget.Rot.Z),
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}, uint32(gatherDataConfig.GadgetId), uint32(gatherDataConfig.GatherId), uint32(gadget.ConfigId), objectId)
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} else {
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return scene.CreateEntityGadgetNormal(&model.Vector{
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X: gadget.Pos.X,
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Y: gadget.Pos.Y,
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Z: gadget.Pos.Z,
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X: float64(gadget.Pos.X),
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Y: float64(gadget.Pos.Y),
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Z: float64(gadget.Pos.Z),
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}, &model.Vector{
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X: gadget.Rot.X,
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Y: gadget.Rot.Y,
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Z: gadget.Rot.Z,
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X: float64(gadget.Rot.X),
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Y: float64(gadget.Rot.Y),
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Z: float64(gadget.Rot.Z),
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}, uint32(gadget.GadgetId), uint32(gadget.ConfigId), objectId)
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}
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default:
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