Example #1
0
        /// <summary>
        /// m_logicSkillEnabled用于控制技能的保护状态
        /// 也用于BUFF去设置技能是否可用
        /// </summary>
        public void SetLogicEnable(bool bTrue)
        {
            CCreature cc = GetCaster();

            if (cc == null)
            {
                return;
            }
            cc.m_logicSkillEnabled = bTrue;

            // 不能移动的技能,才需要设置逻辑是否移动,常规的MOBA技能释放
            // 比如机枪,就可以边走边释放,就不设置逻辑是否移动
            if (m_skillInfo.bRota)
            {
                cc.m_logicSkillRotationEnabled = !bTrue;
            }
            if (!m_skillInfo.bMove)
            {
                cc.PushCommand(CmdFspStopMove.Inst);
                cc.SetLogicMoveEnabled(bTrue);
                // 释放技能不能移动时
                VBase v = cc.m_vCreature;
                if (v != null)
                {
                    v.SetMove(bTrue);
                }
            }
            // 重置遥感,一般在按下移动,并技能释放完之后,还需继续移动
            if (bTrue)
            {
                cc.UpdateUI_ResetJoyStick(true);
            }
        }
Example #2
0
        private void ResetMove(CCreature rec)
        {
            //rec = rec.GetRide();
            if (rec != null)
            {
                // 解除BUFF状态时,如果没有晕眩,禁锢,则重置遥感,让遥感继续生效
                if (!rec.bStateBuff(eBuffState.stun) && !rec.bStateBuff(eBuffState.unmove) && !rec.bStateBuff(eBuffState.sleep) && !rec.bStateBuff(eBuffState.WindBlowsUp))
                {
                    rec.SetLogicMoveEnabled(true);
                    rec.UpdateUI_ResetJoyStick(true);
                }

                if (!rec.bStateBuff(eBuffState.stun) && !rec.bStateBuff(eBuffState.unmove) && !rec.bStateBuff(eBuffState.sleep) && !rec.bStateBuff(eBuffState.WindBlowsUp))
                {
                    rec.SetLogicMoveEnabled(true);
                    rec.UpdateUI_ResetJoyStick(true);
                }
            }
        }
Example #3
0
 public void SetStopMove(CCreature rec)
 {
     if (rec == null)
     {
         return;
     }
     rec.SetLogicMoveEnabled(false);
     rec.PushCommand(CmdFspStopMove.Inst);
     //CCreature ride = rec.GetRide();
     //if (ride != null)
     //{
     //    ride.m_logicMoveEnabled = false;
     //    ride.PushCommand(CmdFspStopMove.Inst);
     //    ride.StopAutoMove();
     //}
 }