// Use this for initialization void Start() { MakeFSM(); player = gameObject; SetActorData(); skm = new SkillMgr(); }
public void Init(int mapId) { resSvc = ResSvc.instance; audioSvc = AudioSvc.instance; timerSvc = TimerSvc.instance; stateMgr = this.gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = this.gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); mapCfg = resSvc.GetMapCfgData(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { GameObject mapObj = GameObject.FindWithTag("MapRoot"); mapMgr = mapObj.GetComponent <MapMgr>(); mapMgr.Init(); audioSvc.PlayBgMusic(Constants.BGHuangye); mapObj.transform.position = Vector3.zero; mapObj.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); SetActiveCurrentBatchMonsters(); }); }
protected virtual bool InitTplData(IActorInitBase initBase) { var init = initBase as NpcInit; if (null == init) { return(false); } mNpcData.TemplateId = init.Data.tid; if (null == NPCData.Template) { return(false); } mNpcData.RoleName = NPCData.Template.name; mDeadBodyTime = mNpcData.Template.deadBodyTime; SkillMgr.Init(this, mNpcData); mCurrentSpellID = SkillMgr.getElementByIndex(0).ID; mCastSpellDistance = NPCData.Template.distance; mSpellType = (ushort)eSkillTargetType.Enemy; BaseGameLogic <INPCLogic> bgLogic = (BaseGameLogic <INPCLogic>)GameLogicManager.Instance.GetGameLogic(eGameLogicType.NPCLogic, (short)mNpcData.Template.logic); if (null != bgLogic) { mLogic = bgLogic.Logic; } mState = eNPCState.Idle; return(true); }
public void Init(int mapID) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); MapCfg mapData = resSvc.GetMapCfgData(mapID); resSvc.AsyncLoadScene(mapData.sceneName, () => { audioSvc.PlayBGMusic(Constants.BGHuangYe); GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(); Camera.main.transform.position = mapData.mainCamPos; Camera.main.transform.eulerAngles = mapData.mainCamRote; LoadPlayer(mapData); }); }
private CSVParser skillList; // 스킬 리스트 void Awake() { instance = this; skillList = new CSVParser("SkillList"); skillList.Load(); SkillInit(); }
public void Init(int mapId) { resSev = ResSev.Instance; audioSev = AudioSev.Instance; stateMgr = gameObject.AddComponent <StateMgr>(); skillMgr = gameObject.AddComponent <SkillMgr>(); stateMgr.Init(); skillMgr.Init(); mapCfg = resSev.GetMapCfgData(mapId); resSev.AsyncLoadScene(mapCfg.sceneName, () => { GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); audioSev.PlayBGM(Constans.HuangYeBGM); ActiveCurrentBatchMonsters(); }); }
public void Init(int mapID) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); //加载战场地图 MapCfgs mapData = resSvc.GetMapCfgData(mapID); resSvc.AsyncLoadScene(mapData.sceneName, () => { //初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(); //初始化地图位置和摄像机位置 map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.zero; Camera.main.transform.position = mapData.mainCamPos; Camera.main.transform.localEulerAngles = mapData.mainCamRote; LoadPlayer(mapData); audioSvc.PlayBGMusic(Constants.BGHuangYe); entityPlayer.Idle(); }); }
}; //技能释放顺序表 public bool SelectSpell() { if (mCurrSpellNode >= mSpellSNodes.Count()) { mCurrSpellNode = 0; } int spellId = SkillMgr.getElementByIndex(mSpellSNodes[mCurrSpellNode] - 1).ID; ASkillObject skbase = mSkillMgr.GetSkill(spellId); if (skbase == null) { return(false); } var sk = skbase as SkillActive; if (sk == null) { return(false); } if (!sk.SkillCD.IsCoolDown() || !SkillCD.IsCoolDown()) { return(false); } mCurrentSpellID = spellId; CSTable.SkillActiveData skillTplData = sk.Data as CSTable.SkillActiveData; mCastSpellDistance = skillTplData.range; return(true); }
public void Init(int mapId) { mResSvc = ResSvc.Instance; mAudioSvc = AudioSvc.Instance; mCfgSvc = CfgSvc.Instance; mSkillMgr = gameObject.AddComponent <SkillMgr>(); mSkillMgr.Init(); mStateMgr = gameObject.AddComponent <StateMgr>(); mStateMgr.Init(); mAudioSvc.PlayBgAudio(Constant.Audio_BgHuangYe); CfgMap cfg = mCfgSvc.GetCfgMap(mapId); if (cfg == null) { Debug.LogError("╪сть╣ьм╪й╖╟э: " + mapId); return; } mResSvc.AsyncLoadScene(cfg.sceneName, () => { GameObject mapGo = GameObject.FindGameObjectWithTag("MapRoot"); mMapMgr = mapGo.AddComponent <MapMgr>(); mMapMgr.Init(); InitScene(cfg); }); }
public Role(int player_id) : base(player_id) { this.equip_mgr = new EquipMgr(this); this.skill_mgr = new SkillMgr(this); this.buff_mgr = new BuffMgr(this); this.state_mgr = new StateMgr(this); }
static int Init(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 1); SkillMgr obj = (SkillMgr)LuaScriptMgr.GetUnityObjectSelf(L, 1, "SkillMgr"); obj.Init(); return(0); }
protected bool InitPlayerData(OffPlayerData pd, RoleCom rc) { mPlayerData = pd; mRoleData = rc; SkillMgr.InitBag(this, pd.skills); return(true); }
static int GetTaskByID(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); SkillMgr obj = (SkillMgr)LuaScriptMgr.GetUnityObjectSelf(L, 1, "SkillMgr"); int arg0 = (int)LuaScriptMgr.GetNumber(L, 2); SkillItem o = obj.GetTaskByID(arg0); LuaScriptMgr.PushObject(L, o); return(1); }
static int ComposeSkill(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); SkillMgr obj = (SkillMgr)LuaScriptMgr.GetUnityObjectSelf(L, 1, "SkillMgr"); SkillItem arg0 = (SkillItem)LuaScriptMgr.GetNetObject(L, 2, typeof(SkillItem)); SkillItem o = obj.ComposeSkill(arg0); LuaScriptMgr.PushObject(L, o); return(1); }
public virtual void Init(BattleMgr battleMgr, StateMgr stateMgr, SkillMgr skillMgr, Controller ctrl, BattleAttribute attribute, Vector3 pos, Orient dir) { this.battleMgr = battleMgr; this.stateMgr = stateMgr; this.skillMgr = skillMgr; this.controller = ctrl; this.battleAttribute = attribute; ctrl.Init(pos, dir); }
public void RPC_UpCheats(int skillId, byte costType, RPC.RPCForwardInfo fwd) { RPC.PackageWriter pkg = new RPC.PackageWriter(); var sk = SkillMgr.GetSkill(skillId); if (sk == null) { pkg.Write((sbyte)eRet_UpSkillLv.NotLearn); pkg.DoReturnPlanes2Client(fwd); return; } var sktpl = CSTable.SkillUtil.GetSkillTpl(skillId); if (sktpl == null) { pkg.Write((sbyte)eRet_UpSkillLv.NoSkill); pkg.DoReturnPlanes2Client(fwd); return; } //升级 if (sk.Level >= PlayerData.RoleDetail.RoleLevel) { pkg.Write((sbyte)eRet_UpSkillLv.LessRoleLv); pkg.DoReturnPlanes2Client(fwd); return; } if (sk.Level >= sk.Data.maxLv) { pkg.Write((sbyte)eRet_UpSkillLv.MaxLv); pkg.DoReturnPlanes2Client(fwd); return; } //下级模板 var sklvtpl = CSTable.SkillUtil.GetSkillLevelTpl(skillId, sk.Level + 1); if (sklvtpl == null) { pkg.Write((sbyte)eRet_UpSkillLv.NoSkillLvTpl); pkg.DoReturnPlanes2Client(fwd); return; } sbyte result = UpCheats(sklvtpl, costType); if (result != (sbyte)eRet_UpSkillLv.Succeed) { pkg.Write(result); pkg.DoReturnPlanes2Client(fwd); return; } sk.Init(sklvtpl.id, (byte)sklvtpl.level); sk.SetOwner(this); pkg.Write((sbyte)eRet_UpSkillLv.Succeed); pkg.DoReturnPlanes2Client(fwd); }
private HeroModel createHero(int id, int configId, int level, int exp) { HeroConfig cfg = _cfgs [configId - 1]; HeroModel model = new HeroModel(); SolaEngine engine = SolaEngine.getInstance(); SkillMgr skillMgr = (SkillMgr)engine.getMgr(typeof(SkillMgr)); model.setData(cfg, id, level, exp, skillMgr); return(model); }
public void Init(int fbid, Action cb) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; //初始化各状态管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); //加载战斗的地图 mapCfg = resSvc.GetMapCfg(fbid); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { //地图初始化 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); audioSvc.PlayBGMusic(Constant.BGOrge, true); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); BattleSys.Instance.SetPlayerCtrlWindow(true); //激活第一批怪物 ActiveCurrentBatchMonster(); if (cb != null) { cb(); } }); PECommon.Log("BattleMgr Init Done"); }
public void Init(int mapid, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各个管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfgData(mapid); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.position = mapCfg.mainCameraPos; Camera.main.transform.localEulerAngles = mapCfg.mainCameraRot; LoadPlayer(mapCfg); entityPlayer.Idle(); // 激活当前批次的怪物 ActiveCurrentBatchMonsters(); if (cb != null) { cb(); } audioSvc.PlayBGAudio(Constants.BGHuangYe); }); Common.Log("BattleMgr init done"); }
public void Init(int mapId, Action cb = null) { resSvc = ResSvc.Instance; audioSvc = AudioSvc.Instance; // 初始化各管理器 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); // 加载战场地图 mapCfg = resSvc.GetMapCfg(mapId); resSvc.AsyncLoadScene(mapCfg.sceneName, () => { // 初始化地图数据 GameObject map = GameObject.FindGameObjectWithTag("MapRoot"); mapMgr = map.GetComponent <MapMgr>(); mapMgr.Init(this); map.transform.localPosition = Vector3.zero; map.transform.localScale = Vector3.one; Camera.main.transform.localPosition = mapCfg.mainCamPos; Camera.main.transform.localEulerAngles = mapCfg.mainCamRote; LoadPlayer(mapCfg); entitySelfPlayer.Idle(); // 激活第一批次怪物 ActiveCurrentBatchMonsters(); audioSvc.PlayBGMusic(Constants.BGHuangYe); if (cb != null) { cb(); } }); }
public void setData(HeroConfig cfg, int id, int level, int exp, SkillMgr skillMgr) { // _cfg = cfg; _configId = Convert.ToInt32(cfg.id); _id = id; _exp = exp; _start = Convert.ToInt32(cfg.star); _bodyImg = "body/body" + _configId; _name = (string)cfg.name; _atkBase = Convert.ToInt32(cfg.atkBase); _atkParama = Convert.ToInt32(cfg.atkParam); _hpBase = Convert.ToInt32(cfg.hpBase); _hpParama = Convert.ToInt32(cfg.hpParam); _spdBase = Convert.ToInt32(cfg.spdBase); _spdParama = Convert.ToInt32(cfg.spdParam); _heroSkillModels = new List <HeroSkillModel> (); int[] skillInfo = cfg.skillInfo; //[level,skillId] for (int i = 0; i < skillInfo.Length; i = i + 2) { int needLevel = Convert.ToInt32(skillInfo[i]); int skillId = Convert.ToInt32(skillInfo[i + 1]); SkillModel skillModel = skillMgr.getSkillModel(skillId); HeroSkillModel hsModel = new HeroSkillModel(); hsModel.setSkillModel(skillModel, needLevel); _heroSkillModels.Add(hsModel); } setLevel(level); }
public void Init(int characterID, int mapId) { // TODO: 单个实体独立状态管理 stateMgr = gameObject.AddComponent <StateMgr>(); stateMgr.Init(); skillMgr = gameObject.AddComponent <SkillMgr>(); skillMgr.Init(); mapCfg = ConfigSvc.Ins.GetMapCfg(mapId); AsyncLoadScene(mapCfg.SceneName, () => { var go = GameObject.FindGameObjectWithTag("MapRoot"); go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; mapMgr = go.GetComponent <MapMgr>(); mapMgr.Init(this); LoadPlayer(characterID, mapCfg); selfPlayer.Idle(mapCfg.PlayerBornDir); }); }
void Cast(string str, Char owner, params Char[] targets) { SkillMgr.GetSkill(str).Cast(owner, targets); }
public void SetSkillMgr(SkillMgr skillMgr) { this.skillMgr = skillMgr; }
public BattleMgr() { m_StateMgr = new StateMgr(); m_SkillMgr = new SkillMgr(); }
public virtual void SkillAttack(int skillID) { SkillMgr.SkillAttack(this, skillID); }
void Cast(string str) { SkillMgr.GetSkill(str).Cast(); }
public void RPC_UpSkillLv(int skillId, RPC.RPCForwardInfo fwd) { RPC.PackageWriter pkg = new RPC.PackageWriter(); var sk = SkillMgr.GetSkill(skillId); var sktpl = CSTable.SkillUtil.GetSkillTpl(skillId); if (sktpl == null) { pkg.Write((sbyte)eRet_UpSkillLv.NoSkill); pkg.DoReturnPlanes2Client(fwd); return; } if (sk == null) { //学习 var sklvtpl = CSTable.SkillUtil.GetSkillLevelTpl(skillId, 1); if (sklvtpl == null) { pkg.Write((sbyte)eRet_UpSkillLv.NoSkillLvTpl); pkg.DoReturnPlanes2Client(fwd); return; } sbyte result = (sbyte)eRet_UpSkillLv.Failure; switch ((CSCommon.eSkillType)sktpl.type) { case eSkillType.Active: result = UpActiveSkill(sklvtpl); break; case eSkillType.Cheats: //秘籍通过副本开启 break; case eSkillType.BodyChannel: result = UpBodyChannel(sklvtpl); break; } if (result != (sbyte)eRet_UpSkillLv.Succeed) { pkg.Write(result); pkg.DoReturnPlanes2Client(fwd); return; } SkillMgr.CreateSkillToBag(sklvtpl.id, (byte)sklvtpl.level); } else { //升级 if (sk.Level >= PlayerData.RoleDetail.RoleLevel) { pkg.Write((sbyte)eRet_UpSkillLv.LessRoleLv); pkg.DoReturnPlanes2Client(fwd); return; } if (sk.Level >= sk.Data.maxLv) { pkg.Write((sbyte)eRet_UpSkillLv.MaxLv); pkg.DoReturnPlanes2Client(fwd); return; } //下级模板 var sklvtpl = CSTable.SkillUtil.GetSkillLevelTpl(skillId, sk.Level + 1); if (sklvtpl == null) { pkg.Write((sbyte)eRet_UpSkillLv.NoSkillLvTpl); pkg.DoReturnPlanes2Client(fwd); return; } sbyte result = (sbyte)eRet_UpSkillLv.Failure; switch ((CSCommon.eSkillType)sktpl.type) { case eSkillType.Active: case eSkillType.Hide: result = UpActiveSkill(sklvtpl); break; case eSkillType.Cheats: //秘籍通过其他方法 break; case eSkillType.BodyChannel: result = UpBodyChannel(sklvtpl); break; } if (result != (sbyte)eRet_UpSkillLv.Succeed) { pkg.Write(result); pkg.DoReturnPlanes2Client(fwd); return; } sk.Init(sklvtpl.id, (byte)sklvtpl.level); sk.SetOwner(this); } pkg.Write((sbyte)eRet_UpSkillLv.Succeed); pkg.DoReturnPlanes2Client(fwd); }
public void InitMgrs() { mSkillMgr = gameObject.AddComponent <SkillMgr>(); mBuffMgr = gameObject.AddComponent <BuffMgr>(); }
void Awake() { Instance = this; skillDict = new Dictionary <int, SkillItem>(); SkillListPath = AppConst.SkillListPath; }
public override void Awake() { base.Awake(); mInstance = this; }