Example #1
0
        // Update is called once per frame
        void Update()
        {
            if (m_Inited)
            {
                BaseSkillState curSkillState = m_Actor.skillList.curSkillState;
                if (m_CurSkillState != curSkillState)
                {
                    m_CurSkillState = curSkillState;
                    if (m_CurSkillState == null || m_CurSkillState.skillInfo.type == SkillType.NotReleaseSkill)
                    {
                        txt.text = "";
                        slider.gameObject.active = false;
                    }
                    else
                    {
                        txt.text = m_CurSkillState.skillInfo.outPutName;
                        slider.gameObject.active = true;
                    }
                }
                if (m_CurSkillState == null)
                {
                    return;
                }

                float skillTime  = (float)m_Actor.skillList.countTime;
                float totalTime  = (float)m_Actor.skillList.totalTime;
                float slideValue = totalTime > 0 ? (skillTime / totalTime) : 0;
                slider.value = slideValue;
            }
        }
Example #2
0
        protected virtual void OnLeaveStopping()
        {
            EffectSkill();
            SkillStruct nothingDo = new SkillStruct();

            nothingDo.type = SkillType.NotReleaseSkill;
            BaseSkillState nothingToDoState = new BaseSkillState(m_SkillList, nothingDo);

            owner.SetState(nothingToDoState);
        }
Example #3
0
        protected virtual void EnterLostBallance()
        {
            SkillStruct lostBallance = new SkillStruct();

            lostBallance.type        = SkillType.HurtEffect;
            lostBallance.releaseTime = m_SkillStruct.lostBalanceTime;
            lostBallance.name        = "摔倒";
            BaseSkillState lostBallanceState = new BaseSkillState(m_SkillList, lostBallance);

            owner.SetState(lostBallanceState);
        }
Example #4
0
        public void ReleaseSkill(int skillIdx)
        {
            if ((m_SkillFsm.curSkillState.skillInfo.type != SkillType.NotReleaseSkill && countTime > 0))
            {
                return;
            }
            SkillStruct skillStuct = GetSkill(skillIdx);

            BaseSkillState newSkillState = null;

            if (skillStuct.skillClassName == "")
            {
                newSkillState = new BaseSkillState(this, skillStuct, m_Target);
            }
            else
            {
                Assembly assembly = Assembly.GetExecutingAssembly();                                                             // 获取当前程序集
                Type     GetState = assembly.GetType("GameProject." + skillStuct.skillClassName);
                newSkillState = (BaseSkillState)Activator.CreateInstance(GetState, new object[] { this, skillStuct, m_Target }); // 创建类的
            }
            m_SkillFsm.SetState(newSkillState);
        }