public static CreateTypeId ( byte type ) : uint | ||
type | byte | |
return | uint |
public MonsterObject(uint _id, int nAi_Id, short x, short y, bool isCreateTypeId = true) { mTarget = null; id = _id; type = OBJECTTYPE.MONSTER; attr = new GameStruct.MonterAttribute(); mRebirthTime = 1000; //默认复活时间 if (isCreateTypeId) { typeid = IDManager.CreateTypeId(type); } mInitPoint = new GameStruct.Point(); mInitPoint.x = x; mInitPoint.y = y; m_Ai = CreateAi(nAi_Id); mnDieMagicTick = System.Environment.TickCount; mDieMagicInfo = null; attr.life = attr.life_max = 0; mAliveTime = new GameBase.Core.TimeOut(); mAliveTime.SetInterval(mRebirthTime); this.SetPoint(x, y); // ai = new AI.BaseAI(this); Alive(); }
public FightKnightObject(short x, short y, byte dir, uint _id, int nTime) { this.SetPoint(x, y); this.SetDir(dir); this.id = _id; mnTime = nTime * 1000; mnLastMoveTick = mnTick = System.Environment.TickCount; typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT); }
private PlayerObject mPlay; //宿主 public GuardKnightObject(PlayerObject _play, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = OBJECTTYPE.GUARDKNIGHT; typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT);; SetPoint(x, y); mRebirthTime = 0;//不允许复活 mnSurvivalTick = System.Environment.TickCount; mPlay = _play; SetDir(dir); }
public DiYuXieFu(PlayerObject _play, BaseObject _AttackTarget, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = GameBase.Config.OBJECTTYPE.CALLOBJECT; typeid = IDManager.CreateTypeId(GameBase.Config.OBJECTTYPE.GUARDKNIGHT); SetPoint(x, y); mRebirthTime = 0;//不允许复活 mPlay = _play; SetDir(dir); this.GetAi().SetAttackTarget(_AttackTarget); }
public AnShaXieLongObject(PlayerObject _play, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = OBJECTTYPE.CALLOBJECT; typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT); SetPoint(x, y); mRebirthTime = 0;//不允许复活 mPlay = _play; SetDir(dir); mnRefreshTick = System.Environment.TickCount; }
//参数说明 //_play 创建该特效的宿主 //nEffid 特效id //param 应该是面特效标记,比如是道具 地面特效等等 //标记 10 地面特效 12.清除地面特效 //param1 未知 15.守护骑士 14.降灵咒雨 //nTime 对象存活时间[秒] public EffectObject(PlayerObject _play, int nEffId, int nParam, int nParam1, int nTime, short nX, short nY) { mnEffID = nEffId; mPlay = _play; mnTime = nTime * 1000; mnTick = System.Environment.TickCount; mnParam = nParam; mnParam1 = nParam1; type = OBJECTTYPE.EFFECT; typeid = IDManager.CreateTypeId(OBJECTTYPE.EFFECT); mnAttackTick = System.Environment.TickCount; this.SetPoint(nX, nY); }
public WangNianWuLing(PlayerObject _play, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = OBJECTTYPE.CALLOBJECT; typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT); SetPoint(x, y); mRebirthTime = 0;//不允许复活 mPlay = _play; SetDir(dir); mnRefreshTick = System.Environment.TickCount; mAddHP_Time = new TimeOut(); mAddHP_Time.SetInterval(2); }
public MingGuoShengNv(PlayerObject _play, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = OBJECTTYPE.CALLOBJECT; typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT); SetPoint(x, y); mRebirthTime = 0;//不允许复活 mPlay = _play; SetDir(dir); mnRefreshTick = System.Environment.TickCount; mMagicAttackTime = new GameBase.Core.TimeOut(); mMagicAttackTime.SetInterval(5); }
public ShenYuanELing(PlayerObject _play, BaseObject _AttackTarget, short x, short y, byte dir, uint _id, int nAi_Id) : base(_id, nAi_Id, x, y, false) { type = OBJECTTYPE.CALLOBJECT; mPlay = _play; //1.5倍的血量 this.attr.life = this.attr.life_max = (int)(mPlay.GetBaseAttr().life * 1.5f); typeid = IDManager.CreateTypeId(OBJECTTYPE.GUARDKNIGHT); SetPoint(x, y); mRebirthTime = 0;//不允许复活 SetDir(dir); this.GetAi().SetAttackTarget(_AttackTarget); }
//private List<uint> mListPlay; public RobotObject() { type = OBJECTTYPE.ROBOT; typeid = IDManager.CreateTypeId(OBJECTTYPE.PLAYER); // mListPlay = new List<uint>(); }