// 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; } } } }
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); }
public void removeItem(ImmeHurtItemBase item) { m_hurtList.Remove(item); item.dispose(); }
public void addItem(ImmeHurtItemBase item) { m_hurtList.Add(item); }