/// <summary> /// 处理蓄力技能蓄力结束(抬起按键) /// </summary> private static void DisposeAccumulationSkillEndBroadcast(AccumulationSkillEndBroadcast result) { BaseEntity entity = GameplayManager.Instance.GetEntityManager().GetEntityById <BaseEntity>(result.CasterId); if (entity == null) { return; } if (entity.GetCurrSkillId() < 0 || entity.GetCurrSkillId() != (int)result.SkillId) //小于0 则不再释放中 { return; } BroadCastSkill_Accumulation bctarges = new BroadCastSkill_Accumulation(); uint skillid = result.SkillId; bctarges.skillId = (int)skillid; bctarges.targets = result.TargetList; bctarges.direction = result.TargetPosition; bctarges.groupIndex = (int)result.GroupIndex; Leyoutech.Utility.DebugUtility.LogWarning("广播技能", string.Format("蓄力结束(抬起按键) SkillId = {0}", skillid)); entity.SendEvent(ComponentEventName.BroadCastSkill_Accumulation, bctarges); }
/// <summary> /// 广播蓄力索引,目标列表等 /// </summary> private void BroadCastSkillAccumulation(IComponentEvent entityEvent) { BroadCastSkill_Accumulation bctarges = entityEvent as BroadCastSkill_Accumulation; m_PerceptronTarget.SetBroadCastTargets(bctarges.targets, bctarges.direction, true); //成功 AccumulationIndexResult accResult = new AccumulationIndexResult(); accResult.skillId = (int)bctarges.skillId; accResult.accumulationIndex = (int)bctarges.groupIndex; SendEvent(ComponentEventName.AccumulationIndex, accResult); }