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- local DebugProxy = requireProxy("DebugProxy")
- local SceneOptionsProxy = class("SceneOptionsProxy", DebugProxy)
- SceneOptionsProxy.NAME = global.ProxyTable.SceneOptionsProxy
- local tonumber = tonumber
- local sSplit = string.split
- function SceneOptionsProxy:ctor()
- self._temporaryFeature = {}
- SceneOptionsProxy.super.ctor(self)
- end
- function SceneOptionsProxy:LoadConfig()
- local temp = SL:GetMetaValue("GAME_DATA","HumanPaperback") or SL:GetMetaValue("GAME_DATA","unkown_model")
- if temp then
- local slices = sSplit(temp, "|")
- for i, slice in ipairs(slices) do
- local feature = {}
- local slices2 = sSplit(slice, "#")
- feature.clothID = tonumber(slices2[1])
- feature.weaponID = tonumber(slices2[2])
- feature.shieldID = 9999
- feature.wingsID = 9999
- feature.hairID = 9999
- feature.weaponEffID = 9999
- feature.shieldEffID = 9999
- feature.leftWeaponID = 9999
- feature.leftWeaponEff = 9999
- self._temporaryFeature[i] = feature
- end
- end
- end
- function SceneOptionsProxy:GetTempFeatureByJob(job)
- if job >= global.MMO.ACTOR_PLAYER_JOB_FIGHTER and job <= global.MMO.ACTOR_PLAYER_JOB_TAOIST then
- return self._temporaryFeature[job + 1]
- end
- return self._temporaryFeature[job]
- end
- function SceneOptionsProxy:onRegister()
- SceneOptionsProxy.super.onRegister(self)
- end
- return SceneOptionsProxy
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