Ejemplo n.º 1
0
    /// <summary>
    /// 技能触发特效,一个技能对应多个特效
    /// </summary>
    /// <param name="skillID"></param>
    public void PlaySfx(int skillID)
    {
        SkillAction skillData = SkillAction.GetByID(skillID);

        if (skillData == null)
        {
            Debuger.LogError("not exist spell data:" + skillID);
            return;
        }

        // 从技能表中获取 sfx 配置
        // 逐个, 按序, 按时触发特效
        //key  特效id value 延时启动时间
        Dictionary <int, float> sfx = skillData.sfx;

        SfxHandler cueHandler = theOwner.sfxHandler;

        if (sfx != null && sfx.Count > 0)
        {
            if (!sfxTimerIDDic.ContainsKey(skillID))
            {
                sfxTimerIDDic.Add(skillID, new List <uint>());
            }
            foreach (var pair in sfx)
            {
                sfxTimerIDDic[skillID].Add(FrameTimerHeap.AddTimer((uint)(1000 * pair.Value), 0, TriggerCues, cueHandler, pair.Key));
            }
        }
        return;
    }
Ejemplo n.º 2
0
        public void Process(EntityParent theOwner, params Object[] args)
        {
            if (theOwner is EntityDummy)
            {
                theOwner.animator.applyRootMotion = true;
            }

            if (args.Length != 1)
            {
                Debug.LogError("error spell id");
                return;
            }
            int       spellID = (int)(args[0]);
            SkillData s       = SkillData.dataMap[spellID];

            theOwner.motor.speed       = 0;
            theOwner.motor.targetSpeed = 0;
            int baseTime = 0;

            for (int i = 0; i < s.skillAction.Count; i++)
            {
                SkillAction   action = SkillAction.dataMap[s.skillAction[i]];
                List <object> args1  = new List <object>();
                args1.Add(s.skillAction[0]);
                args1.Add(theOwner.Transform.localToWorldMatrix);
                args1.Add(theOwner.Transform.rotation);
                args1.Add(theOwner.Transform.forward);
                args1.Add(theOwner.Transform.position);
                if (i == 0)
                {
                    ProcessHit(theOwner, spellID, args1);
                    if (theOwner is EntityMyself)
                    {
                        theOwner.motor.enableStick = action.enableStick > 0;
                    }
                }
                if (i + 1 == s.skillAction.Count)
                {
                    break;
                }
                uint          tid   = 0;
                List <object> args2 = new List <object>();
                args2.Add(s.skillAction[i + 1]);
                args2.Add(theOwner.Transform.localToWorldMatrix);
                args2.Add(theOwner.Transform.rotation);
                args2.Add(theOwner.Transform.forward);
                args2.Add(theOwner.Transform.position);
                if (action.actionTime > 0)
                {
                    tid       = TimerHeap.AddTimer((uint)((baseTime + action.actionTime) / theOwner.aiRate), 0, ProcessHit, theOwner, spellID, args2);
                    baseTime += action.actionTime;
                }
                if (action.nextHitTime > 0)
                {
                    tid       = TimerHeap.AddTimer((uint)((baseTime + action.nextHitTime) / theOwner.aiRate), 0, ProcessHit, theOwner, spellID, args2);
                    baseTime += action.nextHitTime;
                }
                theOwner.hitTimer.Add(tid);
            }
        }
Ejemplo n.º 3
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 public CastTask(Skill skill, Unit caster, SkillAction casterAction, BaseUnit target, SkillAction targetAction) : base(skill)
 {
     _caster       = caster;
     _casterAction = casterAction;
     _target       = target;
     _targetAction = targetAction;
 }
Ejemplo n.º 4
0
    void AttackTo(BaseHero from, BaseHero hero)
    {
        from.ReduceHP(expend, true);
        hero.ReduceHP(attackHP);
        UnityTools.Log(from.name + " 使用 " + name + " 攻击 " + hero.name + " 造成 " + attackHP + " 点伤害,消耗 " + expend + "点血量");

        HeroAction treatAction = new HeroAction();

        treatAction.action = HeroActionType.Skill;
        SkillAction skillAction = new SkillAction();

        skillAction.action = SkillActionType.MiniHP;
        skillAction.args   = new object[] { expend };
        treatAction.args   = new object[] { from, hero, this, skillAction };
        from.AddAction(treatAction);

        HeroAction treatAction1 = new HeroAction();

        treatAction1.action = HeroActionType.Skill;
        SkillAction skillAction1 = new SkillAction();

        skillAction1.action = SkillActionType.MiniHP;
        skillAction1.args   = new object[] { attackHP };
        treatAction1.args   = new object[] { from, hero, this, skillAction1 };
        hero.AddAction(treatAction1);
    }
Ejemplo n.º 5
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    public void AttackEffect(int hitActionID, Matrix4x4 ltwm, Quaternion rotation, Vector3 forward, Vector3 position)
    {
        SkillAction s = SkillAction.dataMap[hitActionID];

        List <uint> list        = GetHitEntities(hitActionID, ltwm, rotation, forward, position);
        List <uint> monsterList = new List <uint>();
        List <uint> playerList  = new List <uint>();

        for (int i = 0; i < list.Count; i++)
        {
            if (GameWorld.Entities[list[i]].IsDead())
            {
                continue;
            }
            if (GameWorld.Entities[list[i]] is EntityMonster)
            {
                monsterList.Add(list[i]);
            }
            if (GameWorld.Entities[list[i]] is EntityMyself)
            {
                playerList.Add(list[i]);
            }
        }
        if (owner is EntityMyself && monsterList.Count > 0)
        {
            AttackMonster(hitActionID, monsterList);
        }
        if (owner is EntityMonster && playerList.Count > 0)
        {
            //TODU怪攻击玩家
            AttackMonster(hitActionID, playerList);
        }
    }
Ejemplo n.º 6
0
 public void RegisterSkill(SkillAction NewAction, int slot)
 {
     //get rid of old skill
     SkillSlots[slot] -= SkillSlots[slot];
     //register new skill
     SkillSlots[slot] += NewAction;
 }
Ejemplo n.º 7
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    protected override void onInit(Unit unit)
    {
        mUnit.sendUnitEvent((int)UnitEvent.SkillBegin, null, true);
        setUnitState(mGS.state, true);
        if (mGS.pointType != Skill.PointType.None)
        {
            mUnit.forward(mUnit.skill.targetPos);
        }
        if (!string.IsNullOrEmpty(mGS.anim))
        {
            mUnit.anim.sendEvent(AnimPlugin.PlayAnim, mGS.anim);
        }

        for (int i = 0, max = mGS.actions.Count; i < max; ++i)
        {
            SkillAction    act = mGS.actions[i];
            TimeMgr.Action a   = timer.AddAction(new TimeMgr.Action());
            a.doTime   = act.time;
            a.onAction = onAction;
            a.userData = act;
        }
        state = 1;
        //lua call
        if (mGS.lua != null)
        {
            mTB.lua = mGS.lua;
            base.onInit(mUnit);
        }
    }
Ejemplo n.º 8
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        public string GetString()
        {
            if (action == null)
            {
                return(string.Empty);
            }

            StringBuilder info = new StringBuilder();

            info.Append("<b><size=45>").Append(action.SkillName).Append("</size></b>").Append("\n");
            info.Append(action.Description).Append("\n");
            info.Append("<size=30>Range: ").Append(action.Range).Append(" tile(s)\n");

            if (action is SkillAction)
            {
                SkillAction skillAction = (SkillAction)action;
                info.Append(skillAction.DamageDescription).Append("\n");
                info.Append("Knockback: ").Append(skillAction.KnockbackDescription).Append("\n");
                info.Append("Cooldown: ").Append(skillAction.CoolDown).Append(" turn(s) \n");
            }

            if (!action.IsUnlocked())
            {
                info.Append("COST: ").Append(action.ExperiencePointsToUnlocked).Append(" Kills");
            }
            info.Append("</size>");

            return(info.ToString());
        }
Ejemplo n.º 9
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        public bool Check(Unit caster, SkillAction casterAction, BaseUnit target, SkillAction targetAction)
        {
            var res = true;

            switch (Kind)
            {
            case PlotConditionType.Distance:
                //var dist = MathUtil.CalculateDistance(caster.Position, target.Position);
                var dist = 10;
                res = dist >= Param1 && dist <= Param2;
                break;

            case PlotConditionType.BuffTag:
                // TODO res = target.Effects.CheckBuffs(SkillManager.Instance.GetBuffsByTagId((uint)Param1));
                break;

            case PlotConditionType.Unk6:
                res = false;     //TODO
                break;

            case PlotConditionType.Unk7:
                res = false;     //TODO
                break;
            }
            return(NotCondition ? !res : res);
        }
Ejemplo n.º 10
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    void AttackTo(BaseHero from, BaseHero hero)
    {
        from.ReduceMP(expend);
        hero.ReduceHP(attackHP);
        UnityTools.Log(from.name + " 使用 " + name + " 攻击 " + hero.name + " 造成 " + attackHP + " 点伤害,眩晕" + dizzDuration + "毫秒,消耗 " + expend + "点MP");

        HeroAction treatAction = new HeroAction();

        treatAction.action = HeroActionType.Skill;
        SkillAction skillAction = new SkillAction();

        skillAction.action = SkillActionType.MiniMP;
        skillAction.args   = new object[] { expend };
        treatAction.args   = new object[] { from, hero, this, skillAction };
        from.AddAction(treatAction);

        HeroAction treatAction1 = new HeroAction();

        treatAction1.action = HeroActionType.Skill;
        SkillAction skillAction1 = new SkillAction();

        skillAction1.action = SkillActionType.MiniHP;
        skillAction1.args   = new object[] { attackHP };
        treatAction1.args   = new object[] { from, hero, this, skillAction1 };
        hero.AddAction(treatAction1);

        Buff buff = new Buff();

        buff.type     = BuffType.Dizzy;
        buff.start    = now;
        buff.duration = dizzDuration;
        hero.AddBuff(buff);
    }
Ejemplo n.º 11
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    public override void Execute(SkillAction action, GameObject go)
    {
        const float Distance = 5f;

        // Doesnt do much.  If player is trade packing then we want to turn it in.
        if (isTradepacking)
        {
            if ((Mathf.Abs(startLocation.x - transform.position.x) >= Distance) && (Mathf.Abs(startLocation.y - transform.position.y) >= Distance))
            {
                // Check that player still has the pack
                // if (validPack) {
                // Valid location to turn in tradepack.  Turn in trade pack
                // Remove pack from player and give reward
                AddXpToSkill(SkillType.Tradepacking, pack.xp);
                // }
            }
            else
            {
                // If it's the same location as start, send player an ugly message that he sucks
                // They keep tradepack and they can go somewhere else.
            }
        }
        else
        {
            // Create tradepack and remove resources
            if (Inventory.instance.Contains(pack.materials))
            {
                foreach (int id in pack.materials)
                {
                    Inventory.instance.Contains(id);
                }
                isTradepacking = true;
            }
        }
    }
Ejemplo n.º 12
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 public SCUnitDamagedPacket(CastAction castAction, SkillAction skillAction, uint casterId, uint targetId, int damage) : base(0x0a0, 1)
 {
     _castAction  = castAction;
     _skillAction = skillAction;
     _casterId    = casterId;
     _targetId    = targetId;
     _damage      = damage;
 }
Ejemplo n.º 13
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        public void NetworkAttack(SkillAction sk)
        {
            var cmd = new ObjectCommand(ObjectCommand.ENUM_OBJECT_COMMAND.OC_USE_SKILL);

            cmd.skillId = sk.SkillId;
            Log.GUI("Other Player Attack LogicCommand");
            gameObject.GetComponent <LogicCommand> ().PushCommand(cmd);
        }
Ejemplo n.º 14
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 public SCSkillStartedPacket(uint id, ushort tl, SkillAction caster, SkillAction target, Skill skill) : base(0x09a, 1)
 {
     _id     = id;
     _tl     = tl;
     _caster = caster;
     _target = target;
     _skill  = skill;
 }
Ejemplo n.º 15
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 public ApplySkillTask(Skill skill, Unit caster, SkillAction casterAction, BaseUnit target, SkillAction targetAction)
 {
     _skill        = skill;
     _caster       = caster;
     _casterAction = casterAction;
     _target       = target;
     _targetAction = targetAction;
 }
Ejemplo n.º 16
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 private void Awake()
 {
     button = GetComponent <Button>();
     xp     = GetComponentInChildren <TextMeshProUGUI>();
     unit   = GetComponentInParent <Unit>();
     action = (SkillAction)unit.ActionsHandler.GetActions()[actionIndex];
     experiencePointsToUnlock = action.ExperiencePointsToUnlocked;
 }
Ejemplo n.º 17
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 /// <summary>
 /// 播放特效
 /// </summary>
 protected void AttackingFx(SkillAction skillData)
 {
     owner.PlaySfx(skillData.id);
     if (skillData.cameraTweenId > 0)
     {
         ////有震屏,调用震屏接口
         TimerHeap.AddTimer <int, float>((uint)(skillData.cameraTweenSL), 0, MogoMainCamera.Instance.Shake, skillData.cameraTweenId, (float)skillData.cameraTweenST / 1000f);
     }
 }
Ejemplo n.º 18
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 public PlotTask(Skill skill, Unit caster, SkillAction casterAction, BaseUnit target, SkillAction targetAction,
                 PlotNextEvent nextEvent) : base(skill)
 {
     _caster       = caster;
     _casterAction = casterAction;
     _target       = target;
     _targetAction = targetAction;
     _nextEvent    = nextEvent;
 }
Ejemplo n.º 19
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    private void ProcessHit(EntityParent theOwner, int spellID, List <object> args)
    {
        int actionID = (int)args[0];

        UnityEngine.Matrix4x4  ltwm     = (UnityEngine.Matrix4x4)args[1];
        UnityEngine.Quaternion rotation = (UnityEngine.Quaternion)args[2];
        UnityEngine.Vector3    forward  = (UnityEngine.Vector3)args[3];
        UnityEngine.Vector3    position = (UnityEngine.Vector3)args[4];

        SkillAction action = SkillAction.dataMap[actionID];
        SkillData   s      = SkillData.dataMap[spellID];

        // 回调,基于计时器。 在duration 后切换回 idle 状态
        int duration = action.duration;

        if (duration <= 0 && s.skillAction.Count > 1)// && theOwner.hitActionIdx >= (s.skillAction.Count - 1))
        {
            if (SkillAction.dataMap[s.skillAction[0]].duration <= 0)
            {
                theOwner.Actor.AddCallbackInFrames <int, EntityParent>(
                    (_actionID, _theOwner) =>
                {
                    //_theOwner.TriggerUniqEvent<int>(Events.FSMMotionEvent.OnAttackingEnd, _actionID);
                },
                    actionID,
                    theOwner);
            }
        }
        else if (duration > 0 && action.action > 0)
        {
            TimerHeap.AddTimer <int, EntityParent>(
                (uint)duration,
                0,
                (_actionID, _theOwner) =>
            {
                //_theOwner.TriggerUniqEvent<int>(Events.FSMMotionEvent.OnAttackingEnd, _actionID);
                //_theOwner.ChangeMotionState(MotionState.IDLE);
            },
                actionID,
                theOwner);
        }
        // 回调,基于计时器。 在removeSfxTime 后关闭持久的sfx
        if (action.duration > 0)
        {
            TimerHeap.AddTimer <int, EntityParent>(
                (uint)action.duration,
                0,
                (_actionID, _theOwner) =>
            {
                _theOwner.RemoveSfx(_actionID);
            },
                actionID,
                theOwner);
        }
        OnAttacking(actionID, ltwm, rotation, forward, position);
    }
Ejemplo n.º 20
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 private static Example.SkillAction ExportSkillAction(SkillAction action, List <Example.SkillAction> actions)
 {
     Example.SkillAction skillAction = new Example.SkillAction();
     skillAction.actionType = action.actionType;
     skillAction.StartTime  = action.startFrame;
     skillAction.Duration   = action.duration;
     skillAction.Args       = ArrayToList(action.arguments);
     actions.Add(skillAction);
     return(skillAction);
 }
Ejemplo n.º 21
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 public Skill(string name, SkillIcon icon, SkillAction action, int stamina, int cooldown)
 {
     this.Name             = name;
     this.SAction          = action;
     this.Icon             = icon;
     this.Stamina          = stamina;
     this.CooldownDuration = cooldown;
     this.CooldownTime     = 0;
     SkillManager.Instance.Add(this);
 }
Ejemplo n.º 22
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    private void DelayExtraMove(int hitActionID)
    {
        SkillAction action     = SkillAction.dataMap[hitActionID];
        MotorParent theMotor   = owner.Motor;
        float       extraSpeed = action.extraSpeed;

        theMotor.SetExrtaSpeed(extraSpeed);
        theMotor.SetMoveDirection(owner.transform.forward);
        TimerHeap.AddTimer <MotorParent>((uint)action.extraSl, 0, (m) => { m.SetExrtaSpeed(0); }, theMotor);
    }
Ejemplo n.º 23
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        /// <summary>
        /// 技能的朝向
        /// 攻击目标由服务器决定
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="skillLevel"></param>
        public static void FastUseSkill(int skillId, int skillLevel)
        {
            Log.Sys("FastUseSkill: " + skillId + " lev " + skillLevel);
            var sc = WorldManager.worldManager.GetActive();

            if (sc.IsNet && sc.CanFight)
            {
                var me  = ObjectManager.objectManager.GetMyPlayer();
                var pos = me.transform.position;
                var dir = (int)me.transform.localRotation.eulerAngles.y;

                /*
                 * var tower = me.GetComponent<TankPhysicComponent>().tower;
                 * if (tower == null)
                 * {
                 *  return;
                 * }
                 * var dir = (int)tower.transform.eulerAngles.y;
                 */


                var cg     = CGPlayerCmd.CreateBuilder();
                var skInfo = SkillAction.CreateBuilder();
                skInfo.Who        = ObjectManager.objectManager.GetMyServerID();
                skInfo.SkillId    = skillId;
                skInfo.SkillLevel = skillLevel;

                var ip = NetworkUtil.ConvertPos(pos);
                skInfo.X   = ip[0];
                skInfo.Y   = ip[1];
                skInfo.Z   = ip[2];
                skInfo.Dir = dir;

                /*
                 * if (skillId == 1)
                 * {
                 *  var attribute = me.GetComponent<NpcAttribute>();
                 *  skInfo.IsStaticShoot = attribute.GetStaticShootBuff();
                 * }
                 */

                var target   = SkillLogic.FindNearestEnemy(me);
                var targetId = 0;
                if (target != null)
                {
                    targetId = target.GetComponent <NpcAttribute>().GetNetView().GetServerID();
                }
                skInfo.Target = targetId;

                cg.SkillAction = skInfo.Build();
                cg.Cmd         = "Skill";
                //sc.BroadcastMsg(cg);
                sc.BroadcastKCP(cg);
            }
        }
Ejemplo n.º 24
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 protected void EndAttackAction(SkillAction skillAction)
 {
     isCanSkill     = true;
     isSkillPlaying = false;
     owner.SetAction(0);
     owner.ClearSkill();
     if (owner is EntityMyself)
     {
         Mogo.Util.EventDispatcher.TriggerEvent(GUIEvent.START_JOYSTICK_TURN);
     }
 }
Ejemplo n.º 25
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    public void AttackEffect(int hitActionID, Matrix4x4 ltwm, Quaternion rotation, Vector3 forward, Vector3 position)
    {
        SkillAction s = SkillAction.dataMap[hitActionID];

        if (s.damageFlag == 0)
        {//等于1才有伤害
            return;
        }
        // dummyList, MonsterList, PlayerList, MercenaryList
        List <List <uint> > list = GetHitEntities(hitActionID, ltwm, rotation, forward, position);

        List <Transform> hitContainers = GetHitContainers(hitActionID);

        if (list.Count != 4)
        {
            return;
        }
        if (theOwner is EntityMyself && list[0].Count > 0)
        {
            // 客户端导向技能
            AttackDummy(hitActionID, list[0]);
        }
        if (theOwner is EntityMyself && list[3].Count > 0)
        {
            AttackMercenary(hitActionID, list[3]);
        }
        if (theOwner is EntityDummy && list[2].Count > 0)
        {
            AttackPlayer(hitActionID, list[2]);
        }
        if (theOwner is EntityDummy && list[3].Count > 0)
        {
            AttackMercenary(hitActionID, list[3]);
        }
        if (theOwner is EntityMercenary && theOwner.m_factionFlag > 0 && list[0].Count > 0)
        {
            // 客户端导向技能
            AttackDummy(hitActionID, list[0]);
        }

        if (hitContainers.Count > 0)
        {
            AttackContainers(theOwner, hitActionID, hitContainers);
        }

        #region 技能触发机关

        if (theOwner is EntityDummy && s.triggerEvent != 0)
        {
            AttackTriggerGearEvent(s.triggerEvent);
        }

        #endregion
    }
Ejemplo n.º 26
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    public void useSkill()
    {
        if (this.isCding)
        {
            return;
        }
        SkillAction skillAction = new SkillAction(this._map).init(this._data, this._person);

        this._person.addAction(skillAction);
        this._cdTime.reset();
    }
Ejemplo n.º 27
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 private void TryActNext(int currentIndex)
 {
     if (nextAction)
     {
         return;
     }
     if (currentskillActions.Count > 0)
     {
         nextAction = currentskillActions.Dequeue();
         PlayerAnimator.SetInteger(animaAttackIndexNameHash, currentIndex + 1);
     }
 }
Ejemplo n.º 28
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    public virtual void SetCurrentSkillAction(int index)
    {
        if (CurrentSkill == null)
        {
            return;
        }
        DestroyCurrentSkillAction();
        SkillAction currentSkillActionInstance = Instantiate <SkillAction> (SkillActions [index], instantiationPosition, Quaternion.identity);

        CurrentSkillAction = currentSkillActionInstance;
        CurrentSkillAction.PlayerCharacter = this;
    }
Ejemplo n.º 29
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 public Skill(string name, int cooldown, int range, int castTime, Keys key, bool shouldCastOnCreeps,
     List<SkillProperty> type, SkillAction action)
 {
     Name = name;
     Cooldown = cooldown;
     Range = range;
     Properties = type;
     Key = key;
     ShouldCastOnCreeps = shouldCastOnCreeps;
     SkillCastTime = castTime;
     AfterSkillUseAction = action;
 }
Ejemplo n.º 30
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 public Skill(string name, int cooldown, int range, int castTime, Keys key, bool shouldCastOnCreeps,
              List <SkillProperty> type, SkillAction action)
 {
     Name                = name;
     Cooldown            = cooldown;
     Range               = range;
     Properties          = type;
     Key                 = key;
     ShouldCastOnCreeps  = shouldCastOnCreeps;
     SkillCastTime       = castTime;
     AfterSkillUseAction = action;
 }
Ejemplo n.º 31
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 public override void Apply(Unit caster, SkillAction casterObj, BaseUnit target, SkillAction targetObj, CastAction castObj,
                            Skill skill, DateTime time)
 {
     if (RequireBuffId > 0 && !target.Effects.CheckBuff(RequireBuffId))
     {
         return; //TODO send error?
     }
     if (target.Effects.CheckBuffImmune(Id))
     {
         return; //TODO  error of immune?
     }
     target.Effects.AddEffect(new Effect(target, caster, casterObj, this, skill, time));
 }
Ejemplo n.º 32
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 private void HitBuff(SkillAction action)
 {
     if (action.targetAddBuff != null)
     {
         foreach (int id in action.targetAddBuff)
         {
             theOwner.ClientAddBuff(id);
         }
     }
     if (action.targetDelBuff != null)
     {
         foreach (int id in action.targetDelBuff)
         {
             theOwner.ClientDelBuff(id);
         }
     }
 }
Ejemplo n.º 33
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 private void AttackBuff(SkillAction action)
 {
     if (action.casterAddBuff != null)
     {
         foreach (int id in action.casterAddBuff)
         {
             theOwner.ClientAddBuff(id);
         }
     }
     if (action.casterDelBuff != null)
     {
         foreach (int id in action.casterDelBuff)
         {
             theOwner.ClientDelBuff(id);
         }
     }
 }
Ejemplo n.º 34
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    private void AttackingMove(SkillAction action)
    {
        MogoMotor theMotor = theOwner.motor;
        if (theMotor == null)
        {
            return;
        }
        float extraSpeed = action.extraSpeed;
        if (extraSpeed != 0)
        {
            if (action.extraSt <= 0)
            {
                theMotor.SetExrtaSpeed(extraSpeed);
                theMotor.SetMoveDirection(theOwner.Transform.forward);
                TimerHeap.AddTimer<MogoMotor>((uint)action.extraSl, 0, (m) => { m.SetExrtaSpeed(0); }, theMotor);
            }
            else
            {
                TimerHeap.AddTimer<int>((uint)action.extraSt, 0, DelayExtraMove, action.id);
            }
        }
        else
        {
            theMotor.SetExrtaSpeed(0);
        }

        // 是否允许,在技能过程中使用 摇杆改变方向
        //if (theOwner is EntityMyself)
        //{
        //    theMotor.enableStick = action.enableStick > 0;
        //}

        if (action.teleportDistance > 0 && extraSpeed <= 0)
        {
            Vector3 dst = Vector3.zero;
            dst = theOwner.Transform.position + theOwner.Transform.forward * action.teleportDistance;
            theMotor.TeleportTo(dst);
        }
    }
Ejemplo n.º 35
0
 private void AttackingFx(SkillAction action)
 {
     if (!MogoWorld.showSkillFx)
     {
         return;
     }
     // 播放特效
     theOwner.PlaySfx(action.id);
     if (action.cameraTweenId > 0)
     {//有震屏,调用震屏接口
         TimerHeap.AddTimer<int, float>((uint)(action.cameraTweenST * 1000), 0, MogoMainCamera.Instance.Shake, action.cameraTweenId, action.cameraTweenSL);
     }
     if (action.sound != "")
     {//有技能释放音效
         //TimerHeap.AddTimer<string>(skill.soundST * 1000, 0, soundplayInterface, skill.sound);
     }
 }