Beispiel #1
0
        void CastSkill(int skillIndex = -1)
        {
            var roleGameOE = RoleMgr.GetInstance().GetMainRole();
            var roleInfo   = roleGameOE.GetComponent <RoleInfo>();
            var skillID    = SkillManager.GetInstance().GetSkillIDByIndex(skillIndex);

            string assetPath      = ResPath.GetRoleSkillResPath(skillID);
            bool   isNormalAttack = skillIndex == -1;//普通攻击

            if (!isNormalAttack)
            {
                SkillManager.GetInstance().ResetCombo();//使用非普攻技能时就重置连击索引
            }
            var uid = EntityManager.GetComponentData <UID>(roleGameOE.Entity);
            Action <TimelineInfo.Event> afterAdd = null;

            if (isNormalAttack)
            {
                //普攻的话增加连击索引
                afterAdd = (TimelineInfo.Event e) =>
                {
                    if (e == TimelineInfo.Event.AfterAdd)
                    {
                        SkillManager.GetInstance().IncreaseCombo();
                    }
                };
            }
            var timelineInfo = new TimelineInfo {
                ResPath = assetPath, Owner = roleGameOE.Entity, StateChange = afterAdd
            };

            TimelineManager.GetInstance().AddTimeline(uid.Value, timelineInfo, EntityManager);
        }
Beispiel #2
0
        public string GetSkillResPath(int skillID)
        {
            string assetPath;
            int    scene_obj_type = GetSceneObjTypeBySkillID(skillID);

            if (scene_obj_type == (int)SceneObjectType.Role)
            {
                assetPath = ResPath.GetRoleSkillResPath(skillID);
            }
            else if (scene_obj_type == (int)SceneObjectType.Monster)
            {
                assetPath = ResPath.GetMonsterSkillResPath(skillID);
            }
            else
            {
                assetPath = "";
            }
            return(assetPath);
        }
Beispiel #3
0
        public void CastSkill(int skillID)
        {
            // var skillID = GetSkillIDByIndex(skillIndex);
            var isInCD = IsSkillInCD(skillID);

            if (isInCD)
            {
                XLuaFramework.CSLuaBridge.GetInstance().CallLuaFuncStr(GlobalEvents.MessageShow, "技能冷却中...");
                return;
            }
            var roleGameOE = RoleMgr.GetInstance().GetMainRole();
            var roleInfo   = roleGameOE.GetComponent <RoleInfo>();

            string assetPath      = ResPath.GetRoleSkillResPath(skillID);
            bool   isNormalAttack = IsNormalAttack(skillID);//普通攻击

            // Debug.Log("isNormalAttack : "+isNormalAttack);
            if (!isNormalAttack)
            {
                ResetCombo();//使用非普攻技能时就重置连击索引
            }
            var uid = SceneMgr.Instance.EntityManager.GetComponentData <UID>(roleGameOE.Entity);
            Action <TimelineInfo.Event> afterAdd = null;

            if (isNormalAttack)
            {
                //普攻的话增加连击索引
                afterAdd = (TimelineInfo.Event e) =>
                {
                    if (e == TimelineInfo.Event.AfterAdd)
                    {
                        IncreaseCombo();
                    }
                };
            }
            var timelineInfo = new TimelineInfo {
                ResPath = assetPath, Owner = roleGameOE.Entity, StateChange = afterAdd
            };

            TimelineManager.GetInstance().AddTimeline(uid.Value, timelineInfo, SceneMgr.Instance.EntityManager);
        }