Example #1
0
 // 执行队列中的一个 Item,这个必须是有效的,只有执行完后,才会删除者 Item
 public void getNextItem()
 {
     if (m_hurtList.Count() > 0)
     {
         foreach (var item in m_hurtList.list)
         {
             if (item.delayTime <= 0 && item.execState == EImmeHurtExecState.eNone)
             {
                 m_curHurtItem = item;
                 m_curHurtItem.startHurt();
                 return;
             }
         }
     }
 }
Example #2
0
 // 执行队列中的一个 Item,这个必须是有效的,只有执行完后,才会删除者 Item
 public void getNextItem()
 {
     if (m_hurtList.Count() > 0)
     {
         foreach (var item in m_hurtList.list)
         {
             if (item.delayTime <= 0 && item.execState == EImmeHurtExecState.eNone)
             {
                 m_curHurtItem = item;
                 m_curHurtItem.startHurt();
                 return;
             }
         }
     }
 }
Example #3
0
        public ImmeHurtItemBase createItem(EImmeHurtType type)
        {
            ImmeHurtItemBase ret = null;

            if (EImmeHurtType.eCommon == type)
            {
                ret           = new ImmeComHurtItem(type);
                ret.delayTime = ImmeAttackItemBase.ComAttMoveTime;
            }
            else if (EImmeHurtType.eSkill == type)
            {
                ret           = new ImmeSkillHurtItem(type);
                ret.delayTime = 1;  // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值
            }
            else if (EImmeHurtType.eDie == type)
            {
                ret = new ImmeDieItem(type);
            }

            m_hurtList.Add(ret);
            ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd);

            return(ret);
        }
Example #4
0
 public void removeItem(ImmeHurtItemBase item)
 {
     m_hurtList.Remove(item);
     item.dispose();
 }
Example #5
0
 public void addItem(ImmeHurtItemBase item)
 {
     m_hurtList.Add(item);
 }
Example #6
0
 public void removeItem(ImmeHurtItemBase item)
 {
     m_hurtList.Remove(item);
     item.dispose();
 }
Example #7
0
 public void addItem(ImmeHurtItemBase item)
 {
     m_hurtList.Add(item);
 }