Beispiel #1
0
 public void ContinueAttack()
 {
     if (aimsQue_.Count <= 0)
     {
         MoveToOriginPos();
         return;
     }
     if (aim_ != null && !aim_.isDead)
     {
         aim_.BackToOrigin();
     }
     aim_  = aimsQue_.Dequeue();
     prop_ = propQue_.Dequeue();
     aim_.ControlEntity.DealLagState();
     MoveToOtherAim();
 }
Beispiel #2
0
 void Wait4AimDie()
 {
     if (aim_ == null || aim_.ControlEntity == null || aim_.ControlEntity.m_bPlayDieAcitonFinish)
     {
         caster_.BackToOrigin(() =>
         {
             if (callBack_ != null)
             {
                 callBack_();
             }
         });
     }
     else
     {
         GlobalInstanceFunction.Instance.Invoke(Wait4AimDie, 2);
     }
 }
Beispiel #3
0
    public void BeAttackActionFinishCallBack()
    {
        m_EntityAnimator.StopRecording();
        AnimatorStateInfo state = m_EntityAnimator.GetCurrentAnimatorStateInfo(0);

        if (state.IsName("Base Layer.beattack02"))
        {
            return;
        }

        BattleActor self = Battle.Instance.GetActorByInstId(PlayerID);

        if (self != null && self.isDead)
        {
            if (isOnOriginPos(self))
            {
                DealEntityDie();
                m_bPlayingBeattackAction = false;
            }
            else
            {
                if (hitOver_)
                {
                    DealEntityDie();
                    m_bPlayingBeattackAction = false;
                }
                else
                {
                    //move to origin position.
                    self.BackToOrigin(() =>
                    {
                        DealEntityDie();
                        m_bPlayingBeattackAction = false;
                    }, 0.7f);
                }
            }
        }
        else
        {
            m_bPlayingBeattackAction = false;
        }
    }
Beispiel #4
0
    void OnBeattackActionFinish()
    {
        GlobalInstanceFunction.Instance.setTimeScale(Battle.Instance.reportPlaySpeed_);
        BattleActor self = Battle.Instance.GetActorByInstId(PlayerID);

        if (self == null)
        {
            m_bPlayingBeattackAction = false;
            return;
        }
        if (self.isDead)
        {
            if (isOnOriginPos(self))
            {
                DealEntityDie();
                m_bPlayingBeattackAction = false;
            }
            else
            {
                if (hitOver_)
                {
                    DealEntityDie();
                    m_bPlayingBeattackAction = false;
                }
                else
                {
                    //move to origin position.
                    self.BackToOrigin(() =>
                    {
                        DealEntityDie();
                        m_bPlayingBeattackAction = false;
                    }, 0.7f);
                }
            }
        }
        else
        {
            m_bPlayingBeattackAction = false;
        }
    }