2025-06-04 05:02:57 +08:00

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HandNpcData = reusableClass("HandNpcData",CreatureDataWithPropUserdata)
HandNpcData.PoolSize = 10
-- override begin
function HandNpcData:DoConstruct(asArray, serverData)
HandNpcData.super.DoConstruct(self,asArray,serverData)
self:SetData(serverData)
end
function HandNpcData:DoDeconstruct(asArray)
HandNpcData.super.DoDeconstruct(self,asArray)
end
-- override end
function HandNpcData:GetDressParts()
local parts = Asset_Role.CreatePartArray()
parts[Asset_Role.PartIndex.Body] = self.body or 0
parts[Asset_Role.PartIndex.Hair] = self.hair or 0
parts[Asset_Role.PartIndex.LeftWeapon] = 0
parts[Asset_Role.PartIndex.RightWeapon] = 0
parts[Asset_Role.PartIndex.Head] = self.head or 0
parts[Asset_Role.PartIndex.Wing] = 0
parts[Asset_Role.PartIndex.Face] = 0
parts[Asset_Role.PartIndex.Tail] = 0
parts[Asset_Role.PartIndex.Eye] = self.eye or 0
parts[Asset_Role.PartIndex.Mouth] = 0
parts[Asset_Role.PartIndex.Mount] = 0
parts[Asset_Role.PartIndexEx.Gender] = 0
parts[Asset_Role.PartIndexEx.HairColorIndex] = self.haircolor or 0
parts[Asset_Role.PartIndexEx.EyeColorIndex] = 0
return parts
end
local ID = 1
function HandNpcData:SetData(serverData)
if(serverData.guid==0) then
self.id = ID
ID = ID +1
else
self.id = serverData.guid
end
self.name = serverData.name or ""
self.body = serverData.body
self.head = serverData.head
self.hair = serverData.hair
self.haircolor = serverData.haircolor
self.eye = serverData.eye
self.speffect = serverData.speffect
end
function HandNpcData:GetName()
return self.name
end