Beispiel #1
0
        void ChangeCreatureByBuff(IEntity en, uint buffBaseID, bool isControl)
        {
            if (en == null)
            {
                return;
            }
            BuffDataBase db = GameTableManager.Instance.GetTableItem <BuffDataBase>(buffBaseID);

            if (db == null)
            {
                // Log.Error("找不到Buff{0}的配置数据!", buffBaseID);
                return;
            }
            if (db.buffBigType == (int)BuffBigType.Control && db.buffSmallType == (int)BuffSmallType.XuanYun)
            {
                ICreature creature = en as ICreature;
                if (creature != null)
                {
                    if (isControl)
                    {
                        creature.ChangeState(CreatureState.Contrl);
                    }
                    else
                    {
                        creature.ChangeState(CreatureState.Normal);
                    }
                }
            }
        }
Beispiel #2
0
        private void Move(bool bPath = false)
        {
            if (m_Owner == null)
            {
                return;
            }

            Vector3 pos = m_Owner.GetPos();

            //如果目标是当前位置
            if (pos.x == m_param.m_target.x && pos.z == m_param.m_target.z)
            {
                StopMove(m_param.m_target);
                return;
            }

            // 获取服务器时间
            if (EntitySystem.m_ClientGlobal.IsMainPlayer(m_Owner))
            {
                m_uServerTime = EntityConfig.serverTime;
            }

            pos.y = 0.0f;
            if (m_hasTarget)
            {
                if (!bPath)
                {
                    if (m_param.path == null)
                    {
                        m_param.path = new List <Vector3>();
                    }
                    else
                    {
                        m_param.path.Clear();
                    }

                    m_param.path.Add(pos);
                    m_param.path.Add(m_param.m_target);
                }
            }
            else
            {
                if (!bPath)
                {
                    if (m_param.path == null)
                    {
                        m_param.path = new List <Vector3>();
                    }
                    else
                    {
                        m_param.path.Clear();
                    }

                    m_param.path.Add(pos); // 起始点
                    Vector3 target = pos + m_param.m_target;
                    m_param.path.Add(target);
                }
            }

            if (m_param.path == null)
            {
                return;
            }

            if (m_param.path.Count <= 0)
            {
                return;
            }

            // 开始移动事件 先发事件再处理
            stEntityBeginMove move = new stEntityBeginMove();

            move.uid = m_Owner.GetUID();
            Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.ENTITYSYSTEM_ENTITYBEGINMOVE, move);

            //开始移动时也同步下位置
            //SyncPos(true);

            // 路径点切换
            m_nPathIndex = 0;
            m_target     = pos;
            if (pos.Equals(m_param.path[m_nPathIndex])) // 去除第一个点
            {
                m_nPathIndex++;
                if (m_nPathIndex >= m_param.path.Count)
                {
                    return;
                }
            }

            m_lastWalkPos = pos;
            m_fDistance   = 0.0f;

            // 切换目标点
            SwitchTarget(m_param.path[m_nPathIndex], ref pos);
            // 贴地处理
            CloseTerrainPos(ref pos);

            m_vLastPos    = pos;
            m_lastSyncPos = m_vLastPos;

            m_bMoving = true;
            if (!m_bIgnoreMoveAction)
            {
                m_Owner.PlayAction(m_param.strRunAct, 0, m_fSpeedFact);
            }

            if (m_LastTime == 0)
            {
                m_LastTime = Engine.Utility.TimeHelper.GetTickCount();
            }

            m_BeginTime = m_LastTime;
            //Engine.Utility.Log.Error("Move begine: ({0},{1})->({3},{4}) {2} ", pos.x, pos.z, m_BeginTime, m_param.path[m_param.path.Count - 1].x, m_param.path[m_param.path.Count - 1].z);

            // 进入move状态
            ICreature owner = m_Owner as ICreature;

            if (owner != null)
            {
                owner.ChangeState(CreatureState.Move);
            }
        }