加载lua脚本方法

This commit is contained in:
flswld
2023-03-01 10:50:59 +08:00
parent 0395dc0bc2
commit a7b3f41839
8 changed files with 239 additions and 73 deletions
+24 -24
View File
@@ -370,24 +370,24 @@ func (g *GameManager) CreateConfigEntity(scene *Scene, objectId int64, entityCon
case *gdconf.Monster:
monster := entityConfig.(*gdconf.Monster)
return scene.CreateEntityMonster(&model.Vector{
X: monster.Pos.X,
Y: monster.Pos.Y,
Z: monster.Pos.Z,
X: float64(monster.Pos.X),
Y: float64(monster.Pos.Y),
Z: float64(monster.Pos.Z),
}, &model.Vector{
X: monster.Rot.X,
Y: monster.Rot.Y,
Z: monster.Rot.Z,
X: float64(monster.Rot.X),
Y: float64(monster.Rot.Y),
Z: float64(monster.Rot.Z),
}, uint32(monster.MonsterId), uint8(monster.Level), g.GetTempFightPropMap(), uint32(monster.ConfigId), objectId)
case *gdconf.Npc:
npc := entityConfig.(*gdconf.Npc)
return scene.CreateEntityNpc(&model.Vector{
X: npc.Pos.X,
Y: npc.Pos.Y,
Z: npc.Pos.Z,
X: float64(npc.Pos.X),
Y: float64(npc.Pos.Y),
Z: float64(npc.Pos.Z),
}, &model.Vector{
X: npc.Rot.X,
Y: npc.Rot.Y,
Z: npc.Rot.Z,
X: float64(npc.Rot.X),
Y: float64(npc.Rot.Y),
Z: float64(npc.Rot.Z),
}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), objectId)
case *gdconf.Gadget:
gadget := entityConfig.(*gdconf.Gadget)
@@ -398,23 +398,23 @@ func (g *GameManager) CreateConfigEntity(scene *Scene, objectId int64, entityCon
return 0
}
return scene.CreateEntityGadgetGather(&model.Vector{
X: gadget.Pos.X,
Y: gadget.Pos.Y,
Z: gadget.Pos.Z,
X: float64(gadget.Pos.X),
Y: float64(gadget.Pos.Y),
Z: float64(gadget.Pos.Z),
}, &model.Vector{
X: gadget.Rot.X,
Y: gadget.Rot.Y,
Z: gadget.Rot.Z,
X: float64(gadget.Rot.X),
Y: float64(gadget.Rot.Y),
Z: float64(gadget.Rot.Z),
}, uint32(gatherDataConfig.GadgetId), uint32(gatherDataConfig.GatherId), uint32(gadget.ConfigId), objectId)
} else {
return scene.CreateEntityGadgetNormal(&model.Vector{
X: gadget.Pos.X,
Y: gadget.Pos.Y,
Z: gadget.Pos.Z,
X: float64(gadget.Pos.X),
Y: float64(gadget.Pos.Y),
Z: float64(gadget.Pos.Z),
}, &model.Vector{
X: gadget.Rot.X,
Y: gadget.Rot.Y,
Z: gadget.Rot.Z,
X: float64(gadget.Rot.X),
Y: float64(gadget.Rot.Y),
Z: float64(gadget.Rot.Z),
}, uint32(gadget.GadgetId), uint32(gadget.ConfigId), objectId)
}
default: