local monsterConfig = require("excel.monster") local RoleAttr = require("role.RoleAttr") local RoleDefine = require("role.RoleDefine") local BattleMonsterExcel = require("excel.battlemonster") -- 创建一个怪物grid function createMonsterObj(monsterId, attrId, refreshData, deleteData) local monsterCfg = monsterConfig.monster[monsterId] or BattleMonsterExcel.monster[monsterId] if not monsterCfg then --assert(nil, "not monster id "..id) return end local Obj = {} --暂时加这些,后续有需要再加 Obj.id = monsterId Obj.lv = 1 Obj.quality = 0 Obj.power = 0 Obj.star = monsterCfg.star or 0 Obj.icon = monsterCfg.head or 0 Obj.camp = monsterCfg.camp or 0 Obj.body = monsterCfg.body or 0 Obj.head = monsterCfg.head or 0 for k, v in pairs(refreshData or {}) do Obj[k] = v end for key in pairs(deleteData or {}) do Obj[key] = nil end local attrs = RoleAttr.calcMonsterConf(monsterId, attrId) Obj.power = attrs[RoleDefine.ZHANDOULI] return Obj end -- 根据monsterOutID创建怪物obj List function createMonsterObjListByMonsterOutID(monsterOutID) if not monsterOutID then return end local singleCfg = monsterConfig.monsterOut[monsterOutID] or BattleMonsterExcel.monsterOut[monsterOutID] local member = singleCfg.member local attrIds = singleCfg.attrID local objList = {} for k, v in ipairs(member) do local monsterID = v[1] local monsterLv = v[2] local attrId = attrIds[k] local refreshData = {lv = monsterLv} local obj = createMonsterObj(monsterID, attrId, refreshData) objList[k] = obj end return objList end