public static void PlayAnimation(I_EntityInTrigger entity, string animationName) { PlayAnimationEventData data = EventDataFactory.Pop <PlayAnimationEventData>(); data.animation_name = animationName; entity.RaiseEvent(E_EntityInTrigger.PLAY_ANIMATION, data); }
/// <summary> /// 内部触发事件,改变人物状态 /// </summary> public static void ChangeInEntityState(I_EntityInTrigger entity, E_StateId state, bool force = false) { ChangeEntityStateEventData data = EventDataFactory.Pop <ChangeEntityStateEventData>(); data.state_id = state; data.force = force; entity.RaiseEvent(E_EntityInTrigger.CHANGE_STATE, data); }
public override void OnEnter(BlackBoard blackboard) { LogEnter(); PlayCameraShakeEventSkill data = EventDataFactory.Pop <PlayCameraShakeEventSkill>(); GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_shake, data); Finish(); }
public override void OnEnter(BlackBoard blackboard) { if (_data == null) { _data = EventDataFactory.Pop <PlayCameraMotionBlurEffectEventSkill>(); } GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_effect_motion_blur, _data); Finish(); }
public override void OnEnter(BlackBoard blackboard) { PlayAnimationEventData data = EventDataFactory.Pop <PlayAnimationEventData>(); data.animation_name = _animationName; RaiseEvent(E_EntityInTrigger.PLAY_ANIMATION, data); LogEnter(); //Finish(); }
public override void OnEnter(BlackBoard blackboard) { LogEnter(); EntityExportToTargetData data = EventDataFactory.Pop <EntityExportToTargetData>(); _export_to_target_damage(data, blackboard as EntityBlackBoard); EventDataFactory.Push(data); Finish(); }
public float _distance; // 完成的最小距离 public override void OnEnter(BlackBoard blackboard) { LogEnter(); MoveToTargetPositionData data = EventDataFactory.Pop <MoveToTargetPositionData>(); data.speed = 10f; data.distance = 1; RaiseEvent(E_EntityInTrigger.MOVE_TO_TARGET_POSITION, data); Finish(); }
public string _effectName; //特效名称 //public GameObject bing_obj; //绑定的GameObject public override void OnEnter(BlackBoard blackboard) { LogEnter(); PlayEffectEventSkill data = EventDataFactory.Pop <PlayEffectEventSkill>(); data.effect_name = _effectName; //data.bing_obj = bing_obj; RaiseEvent(E_EntityInTrigger.PLAY_EFFECT, data); Finish(); }
public float _degree; //角度 #endregion #region override public override void OnEnter(BlackBoard blackboard) { LogEnter(); EntityFindTargetData data = EventDataFactory.Pop <EntityFindTargetData>(); data.degree = _degree; data.radius = _radius; _find_target(blackboard as EntityBlackBoard, data); Finish(); }
public override void OnEnter(EntityBlackBoard blackboard) { LogEnter(); PlaySoundEventData data = EventDataFactory.Pop <PlaySoundEventData>(); data.sound_name = sound_name; data.position = _position; RaiseEvent(E_EntityInTrigger.PLAY_SOUND, data); Finish(); }
public override void OnEnter(BlackBoard blackboard) { //LogEnter(); PlayCameraRadialBlurEffectEventSkill data = EventDataFactory.Pop <PlayCameraRadialBlurEffectEventSkill>(); data.duration = duration; data.fade_in = fade_in; data.fade_out = fade_out; data.strength = strength; GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_effect_radial_blur, data); Finish(); }