void IStatus.Init(IActorController controller, StateHelper helper) { mController = controller; mStateHelper = helper; mTouchHandler = TouchHandler.GetInstance(); fightTouch = FightTouch._instance; AddCondition(IsUnderAttack, STATUS.HIT); AddCondition(IsControlPassive, STATUS.IDLE);//stop the state matchine update by using idle state anyway AddCondition(IsCanNotControl, STATUS.CANNOTCONTROL); }
private void SetCsAndPm(Animator animator) { if (cs == null) { cs = animator.GetComponent <CharacterState>(); } if (pm == null) { pm = animator.GetComponent <PlayerMotion>(); } mTouchHandler = TouchHandler.GetInstance(); mFightTouch = FightTouch._instance; }
public BF_Silence(float baseVal, object p) : base(baseVal, p) { mFightTouch = FightTouch._instance; }
void Awake() { _instance = this; }
public override void InitScene() { instance = this; Globe.fightHero = new int[] { (int)GameLibrary.player, 201000300, 201001900, 201001100, 0, 0 }; Resource.CreatPrefabs("HeroPosEmbattle", null, new Vector3(10, 1000, 0)); guidePanel = NextGuidePanel.Single(); guidePanel.transform.parent = SceneUIManager.instance.transform; guidePanel.transform.localScale = Vector3.one; insGuangQuan = Resources.Load(GameLibrary.Effect_UI + "yd_guangq") as GameObject; yd_guangq = NGUITools.AddChild(SceneUIManager.instance.gameObject, insGuangQuan); yd_guangq.SetActive(false); if (yd_guangq.transform.Find("guangquan")) { guangquan = yd_guangq.transform.Find("guangquan").gameObject; } YinDao_GuangQuan = transform.Find("BullockCarts").gameObject; insYinDao = Resource.CreatPrefabs("UI_YinDao_GuangQuan_01", YinDao_GuangQuan, Vector3.zero, GameLibrary.Effect_UI); promptArrow1 = Resource.CreatPrefabs("UI_YinDao_XiangQian_01", gameObject, Vector3.zero, GameLibrary.Effect_UI); promptArrow2 = Resource.CreatPrefabs("UI_YinDao_XiangQian_01", gameObject, Vector3.zero, GameLibrary.Effect_UI); SetArrowState(promptArrow1); SetArrowState(promptArrow2); fightTouchIns = FightTouch._instance; fightTouchIns.HideAllFightBtn(); fightTouchIns.OnTouchBtn += HideGuide; fightTouchIns.OnBtnTargetNil += SummonTargetNil; touchMove = SceneUIManager.instance.moveTouch; touchMove.OnMove += TouchMove; touchCollider = SceneUIManager.instance.moveTouch.GetComponent <BoxCollider>(); EffectBlock[] eb = GetComponentsInChildren <EffectBlock>(); for (int i = 0; i < eb.Length; i++) { eb[i].OnCloseWall += (int num) => { if (num > 2) { SetArrowState(promptArrow2, true, airWallPos.transform.position); } }; if (null == block && eb[i].transform.childCount == 2) { block = eb[i]; } } for (int i = 0; i < Globe.fightHero.Length; i++) { if (Globe.fightHero[i] != 0) { playerData.GetInstance().RefreshHeroToList(Globe.fightHero[i], 1, i == 0 ? 1 : 20); } } CreateMainHero(); for (int i = 0; i < Globe.Heros().Length; i++) { if (null != Globe.Heros()[i] && Globe.Heros()[i].id != 0) { Globe.Heros()[i].useServerAttr = false; Globe.Heros()[i].RefreshAttr(); } } defKey = TOUCH_KEY.Run; ShowGuide(touchMove.transform, true); ShowGuidePanel(1); StartSpawn(); SetArrowState(promptArrow1, true, player.transform.position); for (int i = 0; i < spwanList.Count; i++) { spwanList[i].isKM = false; if (spwanList[i].tag == Tag.boss) { spwanList[i].OnCreatMonster += (GameObject go, CharacterData cd) => { bossCs = go.GetComponent <CharacterState>(); TaskBossBlood(); go.GetComponent <CharacterState>().OnDead += (CharacterState cs) => { BossDead(); }; }; } } ReadTask(500); EnterDungensTask(); ThirdCamera.instance._flatAngle = FSDataNodeTable <SceneNode> .GetSingleton().FindDataByType(GameLibrary.dungeonId).flat_angle; mask = SceneUIManager.instance.transform.Find("GuideMask").gameObject; }