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- 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
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