protected MList<HurtData> m_hurtList; // 当前受伤对象列表 public FightRoundAttItem(SceneDZData data) : base(data) { m_parallelFlag = FightExecParallelMask.eAttackHurt; m_parallelMask = 0; // 攻击被击是不能并行执行的 m_hurtList = new MList<HurtData>(); }
protected MList<FightRound> m_cacheList; // 缓存的战斗数据列表 public FightMsgMgr(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_curParseRound = null; m_cacheList = new MList<FightRound>(); }
protected SceneCardBase m_whiteCard; // 这个卡牌就是当要出手的时候,就加入列表中,好计算位置 public OutSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { m_whiteCard = Ctx.m_instance.m_sceneCardMgr.createCardById(SceneDZCV.WHITE_CARDID, playerSide, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, m_sceneDZData); Ctx.m_instance.m_sceneCardMgr.delObject(m_whiteCard); // 白色卡牌就不加入列表中了 m_whiteCard.gameObject().SetActive(false); }
public WhiteCard(SceneDZData sceneDZData) : base(sceneDZData) { m_render = new WhiteCardRender(this); m_sceneCardBaseData.m_trackAniControl = new TrackAniControl(this); m_sceneCardBaseData.m_effectControl = new EffectControl(this); }
public AttendCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_ioControl = new AttendIOControl(this); m_render = new SelfHandCardRender(this); m_sceneCardBaseData.m_effectControl = new AttendCardEffectControl(this); }
public MagicCard(SceneDZData sceneDZData): base(sceneDZData) { m_sceneCardBaseData.m_ioControl = new MagicIOControl(this); m_render = new SelfHandCardRender(this); m_sceneCardBaseData.m_effectControl = new MagicCardEffectControl(this); }
protected MList <FightRound> m_cacheList; // 缓存的战斗数据列表 public FightMsgMgr(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_curParseRound = null; m_cacheList = new MList <FightRound>(); }
protected Action m_heroAniEndDisp; // hero 动画结束后,分发一个消息 public HeroCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new HeroAniControl(this); m_render = new HeroRender(this); m_sceneCardBaseData.m_ioControl = new HeroIOControl(this); }
public BlackCard(SceneDZData data) : base(data) { m_sceneCardBaseData = new SceneCardBaseData(); m_sceneCardBaseData.m_trackAniControl = new BlackAniControl(this); m_render = new BlackCardRender(this); }
protected MList <HurtData> m_hurtList; // 当前受伤对象列表 public FightRoundAttItem(SceneDZData data) : base(data) { m_parallelFlag = FightExecParallelMask.eAttackHurt; m_parallelMask = 0; // 攻击被击是不能并行执行的 m_hurtList = new MList <HurtData>(); }
// 通过服务器数据创建 public SceneCardBase createCard(SceneCardItem sceneItem, SceneDZData sceneDZData) { SceneCardBase ret = null; ret = createCardById(sceneItem.svrCard.dwObjectID, sceneItem.playerSide, sceneItem.cardArea, (CardType)sceneItem.m_cardTableItem.m_type, sceneDZData); ret.sceneCardItem = sceneItem; return(ret); }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRoundItemBase(SceneDZData data) { m_sceneDZData = data; m_OneAttackAndHurtEndDisp = new AddOnceAndCallOnceEventDispatch(); m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; }
public SecretCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new SecretAniControl(this); m_sceneCardBaseData.m_ioControl = new SecretIOControl(this); m_sceneCardBaseData.m_behaviorControl = new SecretBehaviorControl(this); m_render = new SelfHandCardRender(this); m_sceneCardBaseData.m_effectControl = new EffectControl(this); }
protected void createCard(SceneCardItem sceneItem, SceneDZData sceneDZData) { if (m_showCard == null) { m_showCard = Ctx.m_instance.m_sceneCardMgr.createCard(sceneItem, sceneDZData); Ctx.m_instance.m_sceneCardMgr.remove(m_showCard); m_sceneCardItem = new SceneCardItem(); } }
public override void onReady() { base.onReady(); m_sceneDZData = new SceneDZData(); findWidget(); addEventHandle(); m_sceneDZData.init(); }
public StartBtn m_startBtn; // 开始按钮,边框特效 public CardNpcMgr(SceneDZData sceneDZData_) { m_sceneDZData = sceneDZData_; m_roundBtn = new RoundBtn(); m_luckCoin = new LuckCoinCard(); m_selfRoundTip = new SelfRoundTip(); m_selfCardFullTip = new SelfCardFullTip(); m_fightResultPanel = new FightResultPanel(); m_startBtn = new StartBtn(); }
public EquipCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new EquipAniControl(this); m_sceneCardBaseData.m_ioControl = new EquipIOControl(this); m_sceneCardBaseData.m_behaviorControl = new EquipBehaviorControl(this); m_render = new EquipRender(this); m_sceneCardBaseData.m_effectControl = new EffectControl(this); }
public SelfDZArea(SceneDZData sceneDZData, EnDZPlayer playerSide) : base(sceneDZData, playerSide) { m_outSceneCardList = new SelfOutSceneCardList(m_sceneDZData, m_playerSide); m_inSceneCardList = new SelfInSceneCardList(m_sceneDZData, m_playerSide); m_outSceneCardList.centerPos = m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)CardArea.CARDCELLTYPE_COMMON].transform; m_outSceneCardList.radius = m_sceneDZData.m_placeHolderGo.m_cardCommonAreaWidthArr[(int)m_playerSide]; m_inSceneCardList.centerPos = m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)CardArea.CARDCELLTYPE_HAND].transform; m_inSceneCardList.radius = m_sceneDZData.m_placeHolderGo.m_cardHandAreaWidthArr[(int)m_playerSide]; }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRound(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_cacheList = new MList <FightRoundItemBase>(); m_roundEndDisp = new AddOnceAndCallOnceEventDispatch(); m_bSvrRoundEnd = false; m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; FightRoundItemBase.CLEAR_ID_ALLOC_IDX(); // 需要重置每一个战斗 ID }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRound(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_cacheList = new MList<FightRoundItemBase>(); m_roundEndDisp = new AddOnceAndCallOnceEventDispatch(); m_bSvrRoundEnd = false; m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; FightRoundItemBase.CLEAR_ID_ALLOC_IDX(); // 需要重置每一个战斗 ID }
protected bool m_svrDispose; // 服务器已经删除了这个对象 public ExceptBlackSceneCard(SceneDZData data) : base(data) { m_svrDispose = false; m_sceneCardBaseData = new SceneCardBaseData(); m_sceneCardBaseData.m_fightData = new FightData(); m_sceneCardBaseData.m_animFSM = new AnimFSM(); m_sceneCardBaseData.m_animFSM.card = this; m_sceneCardBaseData.m_animFSM.Start(); m_sceneCardBaseData.m_moveControl = new CardMoveControl(this); m_sceneCardBaseData.m_aiController = new AIController(); m_sceneCardBaseData.m_aiController.btID = BTID.e1000; m_sceneCardBaseData.m_aiController.possess(this); }
public FightRoundDelItem(SceneDZData data) : base(data) { m_parallelFlag = FightExecParallelMask.eDie; UtilMath.setState((int)FightExecParallelMask.eDie, ref m_parallelMask); // 死亡是可以和死亡并行执行的 }
public SkillCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new SkillAniControl(this); m_render = new SkillRender(this); }
public SelfMagicCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new SelfMagicAniControl(this); m_sceneCardBaseData.m_behaviorControl = new SelfMagicBehaviorControl(this); }
public WatchOutCardInfo(SceneDZData sceneDZData_) { m_sceneDZData = sceneDZData_; m_watchStage = WatchStage.eNone; }
protected stNotifyBattleCardPropertyUserCmd m_attCmd; // 攻击数据 public FightRoundSummonItem(SceneDZData data) : base(data) { }
public EnemyAttendCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new EnemyAttendAniControl(this); m_sceneCardBaseData.m_behaviorControl = new EnemyAttendBehaviorControl(this); }
public SelfOutSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { }
public SceneCardBase createCardById(uint objid, EnDZPlayer m_playerSide, CardArea area, CardType cardType, SceneDZData sceneDZData) { SceneCardBase ret = null; if (SceneDZCV.WHITE_CARDID == objid) // 白色占位卡牌 { ret = new WhiteCard(sceneDZData); } else if (SceneDZCV.BLACK_CARD_ID == objid) // 背面牌 { ret = new BlackCard(sceneDZData); } else if (CardType.CARDTYPE_ATTEND == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfAttendCard(sceneDZData); } else { ret = new EnemyAttendCard(sceneDZData); } } else if (CardType.CARDTYPE_SECRET == cardType) { ret = new SecretCard(sceneDZData); } else if (CardType.CARDTYPE_MAGIC == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfMagicCard(sceneDZData); } else { ret = new EnemyMagicCard(sceneDZData); } } else if (CardType.CARDTYPE_EQUIP == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfEquipCard(sceneDZData); } else { ret = new EnemyEquipCard(sceneDZData); } } else if (CardType.CARDTYPE_HERO == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfHeroCard(sceneDZData); } else { ret = new EnemyHeroCard(sceneDZData); } } else if (CardType.CARDTYPE_SKILL == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfSkillCard(sceneDZData); } else { ret = new EnemySkillCard(sceneDZData); } } //else if (CardType.CARDTYPE_LUCK_COINS == cardType) //{ // return new LuckCoinCard(sceneDZData); //} ret.setIdAndPnt(objid, sceneDZData.m_placeHolderGo.m_centerGO); ret.init(); ret.setBaseInfo(m_playerSide, area, cardType); this.addObject(ret); if (SceneDZCV.WHITE_CARDID != objid && SceneDZCV.BLACK_CARD_ID != objid) // 这两个没有 AI { Ctx.m_instance.m_aiSystem.aiControllerMgr.addController(ret.aiController); // 添加到控制器中 } return ret; }
// 通过服务器数据创建 public SceneCardBase createCard(SceneCardItem sceneItem, SceneDZData sceneDZData) { SceneCardBase ret = null; ret = createCardById(sceneItem.svrCard.dwObjectID, sceneItem.playerSide, sceneItem.cardArea, (CardType)sceneItem.m_cardTableItem.m_type, sceneDZData); ret.sceneCardItem = sceneItem; return ret; }
protected DJSNum m_DJSNum; // 定时器 public RoundMgr(SceneDZData sceneDZData_) { m_sceneDZData = sceneDZData_; }
public SceneCardListBase(SceneDZData data, EnDZPlayer playerSide) { m_sceneDZData = data; m_playerSide = playerSide; }
protected stNotifyBattleCardPropertyUserCmd m_attCmd; // 攻击数据 public FightRoundGetItem(SceneDZData data) : base(data) { }
protected int m_startIdx; // 开始卡牌索引,因为播放动画需要用到索引,索引从 0 开始 public CanOutCard(SceneDZData data) : base(data) { }
public SelfAttendCard(SceneDZData sceneDZData) : base(sceneDZData) { m_sceneCardBaseData.m_trackAniControl = new SelfAttendAniControl(this); m_sceneCardBaseData.m_behaviorControl = new SelfAttendBehaviorControl(this); }
protected ArrowItem m_tmpRet; // 临时返回 public AttackArrow(SceneDZData sceneDZData) { m_sceneDZData = sceneDZData; }
public EnemyInSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { }
protected SceneCardBase m_opCard; // 当前操作的卡牌 public GameOpState(SceneDZData sceneDZData) { m_curOp = EnGameOp.eOpNone; m_sceneDZData = sceneDZData; }
public NotOutCard(SceneDZData data) : base(data) { }