local CreatePetActorSystem = class("CreatePetActorSystem") local LuaToCSData = require("LuaToCSData") function CreatePetActorSystem:ctor() end function CreatePetActorSystem:CreatePetActorData(id, baseId, level, skillList) local skillParams = System.Array.CreateInstance(Enum.TypeInfo.SkillParam, #skillList) for i = 1, #skillList do local data = {skillId = skillList[i].cfgId, lv = skillList[i].level, rate = skillList[i].rate} local skill = LuaToCSData.CreateSkillParamData(data) skillParams[i - 1] = skill end local actorData = ManagerContainer.LuaActorDataMgr:CreatePet(id, baseId, level, skillParams) --获取服务器同步属性 --ManagerContainer.LuaActorAttributeMgr:SyncServerActorData(actorData) return actorData end function CreatePetActorSystem:CreateSkillParamDatas(skillList) local skillParams = System.Array.CreateInstance(Enum.TypeInfo.SkillParam, #skillList) for i = 1, #skillList do local data = {skillId = skillList[i].cfgId, lv = skillList[i].level, rate = skillList[i].rate} local skill = LuaToCSData.CreateSkillParamData(data) skillParams[i - 1] = skill end return skillParams end function CreatePetActorSystem:Dispose() end return CreatePetActorSystem