Beispiel #1
0
 public SkillInfo(int indexId, int skillId)
 {
     this.Id               = indexId;
     this.skillId          = skillId;
     this.triggerId        = J_Skill.GetData(skillId)._triggerId;
     this.triggerGroupList = new List <TriggerGroup>();
     this.eventDispatcher  = new MiniEventDispatcher();
 }
Beispiel #2
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 public CharacterInfo()
 {
     eventDispatcher = new MiniEventDispatcher();
     position        = new Vector3(0, 0, 0);
     rotation        = Vector3.zero;
     attrList        = new Dictionary <int, int>();
     dirtySign       = 0;
 }
Beispiel #3
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 private BattleFingerEvent()
 {
     eventDispatcher       = new MiniEventDispatcher();
     fingerStateMachine    = new StateMachine();
     fingerStart           = new FingerStart();
     selectBarrackAssemble = new SelectBarrackAssemble();
     battleCastMagic       = new BattleCastMagic();
 }
Beispiel #4
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 public CharacterPrototype(int _charId, CharacterType _charType)
 {
     charId          = _charId;
     charType        = (int)_charType;
     attrList        = new Dictionary <int, int>();
     eventDispatcher = new MiniEventDispatcher();
     if (charType == (int)CharacterType.Tower)
     {
         InitTowerAttr(charId);
     }
     else
     {
         InitCreatureAttr(charId);
     }
 }
Beispiel #5
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    void Start()
    {
        EventsMgr.GetInstance().Init();
        Debug.Log("RabbitJump JumpHeight:");
        attachEvents();

        TriggerEvents();

        MiniEventDispatcher ee = new MiniEventDispatcher();

        ee.Register("ee", ff);
        ee.Register("ee", ff);
        ee.Remove("ee", ff);
        ee.Broadcast("ee", 32, "sfs", 76);
        //detachrEvents();
    }
 private EntityManager()
 {
     monsters        = new Dictionary <int, MonsterInfo>();
     soliders        = new Dictionary <int, SoliderInfo>();
     effects         = new Dictionary <int, EffectInfo>();
     bullets         = new Dictionary <int, BulletInfo>();
     towers          = new Dictionary <int, TowerInfo>();
     eventDispatcher = new MiniEventDispatcher();
     monsterDelList  = new List <int>();
     soliderDelList  = new List <int>();
     effectDelList   = new List <int>();
     bulletDelList   = new List <int>();
     towerDelList    = new List <int>();
     monsterIndexId  = 0;
     soliderIndexId  = 0;
     effectIndexId   = 0;
     bulletIndexId   = 0;
     towerIndexId    = 0;
 }
Beispiel #7
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 private EntityManager()
 {
     monsterPrototypes = new Dictionary <int, CharacterPrototype>();
     soliderPrototypes = new Dictionary <int, CharacterPrototype>();
     towerPrototypes   = new Dictionary <int, CharacterPrototype>();
     monsters          = new Dictionary <int, MonsterInfo>();
     soliders          = new Dictionary <int, SoliderInfo>();
     effects           = new Dictionary <int, EffectInfo>();
     towers            = new Dictionary <int, TowerInfo>();
     eventDispatcher   = new MiniEventDispatcher();
     monsterTempList   = new Dictionary <int, MonsterInfo>();
     soliderTempList   = new Dictionary <int, SoliderInfo>();
     effectTempList    = new Dictionary <int, EffectInfo>();
     towerTempList     = new Dictionary <int, TowerInfo>();
     monsterIndexId    = 0;
     soliderIndexId    = 0;
     effectIndexId     = 0;
     bulletIndexId     = 0;
     towerIndexId      = 0;
 }
Beispiel #8
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 private UIEventSystem()
 {
     eventDispatcher = new MiniEventDispatcher();
 }
 private BattleFingerEvent()
 {
     eventDispatcher              = new MiniEventDispatcher();
     FingerGestures.OnFingerDown += OnFingerDown;
 }
 public CharacterInfo()
 {
     eventDispatcher = new MiniEventDispatcher();
     position        = new Vector3(0, 0, 0);
     rotation        = new Vector3(0, 0, 0);
 }