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using ET.EventType;
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namespace ET
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{
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public class PeopleAwakeSystem: AwakeSystem<People,int>
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{
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public override void Awake(People self,int configId)
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{
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self.ConfigId = configId;
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}
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}
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[FriendClass(typeof(People))]
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public static class PeopleSystem
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{
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public static void FromMessage(this People self, PeopleProto peopleProto)
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{
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self.Id = peopleProto.Id;
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self.Name = peopleProto.Name;
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self.ConfigId = peopleProto.ConfigId;
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self.Labor = peopleProto.LaborLevel;
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self.LaborExp = peopleProto.LaborExp;
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self.Level = peopleProto.Level;
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self.Exp = peopleProto.Exp;
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self.Age = peopleProto.Age;
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self.BehaveType = peopleProto.BehaveType;
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self.TargetId = peopleProto.TargetId;
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self.PosX = peopleProto.X;
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self.PosY = peopleProto.Y;
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if (peopleProto.SkillList.Count > 0)
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{
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var skillCom = self.GetOrAddComponent<SkillComponent>();
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foreach (var v in peopleProto.SkillList)
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{
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var skill = skillCom.AddChildWithId<Skill>(v.Id);
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skill.FromMessage(v);
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}
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}
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}
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public static PeopleProto ToMessage(this People self)
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{
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PeopleProto peopleProto = new PeopleProto();
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peopleProto.Id = self.Id;
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peopleProto.Name = self.Name;
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peopleProto.ConfigId = self.ConfigId;
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peopleProto.LaborLevel = self.Labor;
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peopleProto.LaborExp = self.LaborExp;
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peopleProto.Level = self.Level;
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peopleProto.Exp = self.Exp;
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peopleProto.Age = self.Age;
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peopleProto.BehaveType = self.BehaveType;
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peopleProto.TargetId = self.TargetId;
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peopleProto.X = self.PosX;
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peopleProto.Y = self.PosY;
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var skillCom = self.GetComponent<SkillComponent>();
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if (skillCom != null)
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{
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foreach (var v in skillCom.Children.Values)
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{
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var skill = (Skill) v;
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peopleProto.SkillList.Add(skill.ToMessage());
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}
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}
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return peopleProto;
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}
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public static int GetStrength(this People self)
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{
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var numericComp = self.GetComponent<NumericComponent>();
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return numericComp.GetAsInt(NumericType.Strength);
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}
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public static int GetGender(this People self)
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{
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var numericComp = self.GetComponent<NumericComponent>();
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return numericComp.GetAsInt(NumericType.Gender);
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}
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public static int GetBehaveType(this People self)
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{
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return self.BehaveType;
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}
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public static void SetBehaveType(this People self,int val)
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{
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self.BehaveType = val;
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#if !SERVER
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Game.EventSystem.Publish(new EventType.BehaveTypeChanged(){People = self});
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#endif
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}
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public static long GetTargetId(this People self)
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{
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return self.TargetId;
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}
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public static void SetTargetId(this People self, long val)
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{
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self.TargetId = val;
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}
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public static int GetHp(this People self)
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{
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var nc = self.GetComponent<NumericComponent>();
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return nc.GetAsInt(NumericType.HP);
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}
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public static bool PeopleMove(this People self, float x, float y)
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{
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self.PosX = x;
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self.PosY = y;
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return true;
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}
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public static int GetPeopleType(this People self)
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{
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return self.Config.Type;
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}
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public static void InitNumericComponent(this People self)
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{
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var nc = self.AddComponent<NumericComponent>();
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nc.Set(NumericType.PeopleType,self.Config.Type);
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nc.Set(NumericType.Gender,self.Config.Gender);
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nc.Set(NumericType.Age,self.Age);
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nc.Set(NumericType.Labor,self.Config.Labor);
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nc.Set(NumericType.Wisdom,self.Config.Wisdom);
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nc.Set(NumericType.MoveSpeed,self.Config.MoveSpeed);
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if (self.AttriConfig != null)
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{
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nc.Set(NumericType.Domination,self.AttriConfig.Domination);
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nc.Set(NumericType.Strength,self.AttriConfig.Strength);
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nc.Set(NumericType.Endurance,self.AttriConfig.Endurance);
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nc.Set(NumericType.Agile,self.AttriConfig.Agile);
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nc.Set(NumericType.SpiritualPower,self.AttriConfig.SpiritualPower);
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}
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}
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public static int GetLabor(this People self)
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{
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var nc = self.GetComponent<NumericComponent>();
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return nc.GetAsInt(NumericType.Labor);
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}
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//建造相关
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public static int GetLaborWithCoefficient(this People self)
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{
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int labor = self.GetLabor();
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int laborCoefficientBuild = WorldParametersConfigCategory.Instance.Get(WorldParam.LaborCoefficientBuild).Value[0];
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return labor * laborCoefficientBuild;
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}
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//农民类型才会成长
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public static void GrowUp(this People self)
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{
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if (self.PeopleType != (int)RoleTypeEnum.VILLAGERS)
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{
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return;
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}
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}
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}
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}
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