Example #1
0
        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>();
        }
Example #2
0
        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>();
        }
Example #3
0
        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);
        }
Example #4
0
 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);
 }
Example #5
0
 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);
 }
Example #6
0
 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);
 }
Example #7
0
        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>();
        }
Example #8
0
        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);
        }
Example #9
0
        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);
        }
Example #10
0
        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);
        }
Example #11
0
 public BlackCard(SceneDZData data) :
     base(data)
 {
     m_sceneCardBaseData = new SceneCardBaseData();
     m_sceneCardBaseData.m_trackAniControl = new BlackAniControl(this);
     m_render = new BlackCardRender(this);
 }
Example #12
0
 public BlackCard(SceneDZData data) : 
     base(data)
 {
     m_sceneCardBaseData = new SceneCardBaseData();
     m_sceneCardBaseData.m_trackAniControl = new BlackAniControl(this);
     m_render = new BlackCardRender(this);
 }
Example #13
0
        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>();
        }
Example #14
0
 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);
 }
Example #15
0
        // 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);
        }
Example #16
0
        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;
        }
Example #17
0
        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;
        }
Example #18
0
        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);
        }
Example #19
0
        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);
        }
Example #20
0
        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();
            }
        }
Example #21
0
        public override void onReady()
        {
            base.onReady();

            m_sceneDZData = new SceneDZData();
            findWidget();
            addEventHandle();

            m_sceneDZData.init();
        }
Example #22
0
 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();
 }
Example #23
0
        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();
            }
        }
Example #24
0
        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);
        }
Example #25
0
 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();
 }
Example #26
0
        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);
        }
Example #27
0
        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];
        }
Example #28
0
        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];
        }
Example #29
0
        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
        }
Example #30
0
        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
        }
Example #31
0
        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);
        }
        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);
        }
Example #33
0
 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
 }
Example #34
0
 public SkillCard(SceneDZData sceneDZData) :
     base(sceneDZData)
 {
     m_sceneCardBaseData.m_trackAniControl = new SkillAniControl(this);
     m_render = new SkillRender(this);
 }
Example #35
0
 public SelfMagicCard(SceneDZData sceneDZData) :
     base(sceneDZData)
 {
     m_sceneCardBaseData.m_trackAniControl = new SelfMagicAniControl(this);
     m_sceneCardBaseData.m_behaviorControl = new SelfMagicBehaviorControl(this);
 }
Example #36
0
 public WatchOutCardInfo(SceneDZData sceneDZData_)
 {
     m_sceneDZData = sceneDZData_;
     m_watchStage  = WatchStage.eNone;
 }
Example #37
0
        protected stNotifyBattleCardPropertyUserCmd m_attCmd;       // 攻击数据

        public FightRoundSummonItem(SceneDZData data) :
            base(data)
        {
        }
Example #38
0
 public EnemyAttendCard(SceneDZData sceneDZData) :
     base(sceneDZData)
 {
     m_sceneCardBaseData.m_trackAniControl = new EnemyAttendAniControl(this);
     m_sceneCardBaseData.m_behaviorControl = new EnemyAttendBehaviorControl(this);
 }
Example #39
0
 public SelfOutSceneCardList(SceneDZData data, EnDZPlayer playerSide)
     : base(data, playerSide)
 {
 }
Example #40
0
 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 SelfOutSceneCardList(SceneDZData data, EnDZPlayer playerSide)
            : base(data, playerSide)
        {

        }
Example #42
0
        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;
        }
Example #43
0
 // 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;
 }
Example #44
0
 public WatchOutCardInfo(SceneDZData sceneDZData_)
 {
     m_sceneDZData = sceneDZData_;
     m_watchStage = WatchStage.eNone;
 }
Example #45
0
        protected DJSNum m_DJSNum;            // 定时器

        public RoundMgr(SceneDZData sceneDZData_)
        {
            m_sceneDZData = sceneDZData_;
        }
Example #46
0
 public SceneCardListBase(SceneDZData data, EnDZPlayer playerSide)
 {
     m_sceneDZData = data;
     m_playerSide = playerSide;
 }
Example #47
0
        protected stNotifyBattleCardPropertyUserCmd m_attCmd;       // 攻击数据

        public FightRoundGetItem(SceneDZData data) :
            base(data)
        {
        }
Example #48
0
        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)
        {
            
        }
Example #49
0
 public SelfAttendCard(SceneDZData sceneDZData) :
     base(sceneDZData)
 {
     m_sceneCardBaseData.m_trackAniControl = new SelfAttendAniControl(this);
     m_sceneCardBaseData.m_behaviorControl = new SelfAttendBehaviorControl(this);
 }
Example #50
0
        protected ArrowItem m_tmpRet;       // 临时返回

        public AttackArrow(SceneDZData sceneDZData)
        {
            m_sceneDZData = sceneDZData;
        }
Example #51
0
        protected DJSNum m_DJSNum;             // 定时器

        public RoundMgr(SceneDZData sceneDZData_)
        {
            m_sceneDZData = sceneDZData_;
        }
Example #52
0
        protected stNotifyBattleCardPropertyUserCmd m_attCmd;       // 攻击数据

        public FightRoundGetItem(SceneDZData data) :
            base(data)
        {

        }
Example #53
0
 public EnemyInSceneCardList(SceneDZData data, EnDZPlayer playerSide)
     : base(data, playerSide)
 {
 }
Example #54
0
        protected SceneCardBase m_opCard;      // 当前操作的卡牌

        public GameOpState(SceneDZData sceneDZData)
        {
            m_curOp = EnGameOp.eOpNone;
            m_sceneDZData = sceneDZData;
        }
Example #55
0
 public SkillCard(SceneDZData sceneDZData) :
     base(sceneDZData)
 {
     m_sceneCardBaseData.m_trackAniControl = new SkillAniControl(this);
     m_render = new SkillRender(this);
 }
Example #56
0
 public SceneCardListBase(SceneDZData data, EnDZPlayer playerSide)
 {
     m_sceneDZData = data;
     m_playerSide  = playerSide;
 }
Example #57
0
        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)
        {
        }
Example #58
0
 public NotOutCard(SceneDZData data) :
     base(data)
 {
 }
Example #59
0
        protected ArrowItem m_tmpRet;       // 临时返回

        public AttackArrow(SceneDZData sceneDZData)
        {
            m_sceneDZData = sceneDZData;
        }