Example #1
0
        // 执行技能受伤
        public void execHurt(ImmeSkillHurtItem item)
        {
            Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击 execHurt");

            LinkEffect effect = null;

            if (item.bDamage)                                                                   // 检查是否是伤血
            {
                effect = m_being.effectControl.addLinkEffect(ImmeHurtItemBase.DAMAGE_EFFECTID); // 掉血特效必然播放
                effect.addEffectPlayEndHandle(item.onHurtExecEnd);
            }
        }
Example #2
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);
        }
        // 执行技能受伤
        public void execHurt(ImmeSkillHurtItem item)
        {
            Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击 execHurt");

            LinkEffect effect = null;

            if (item.bDamage)// 检查是否是伤血
            {
                effect = m_being.effectControl.addLinkEffect(ImmeHurtItemBase.DAMAGE_EFFECTID);  // 掉血特效必然播放
                effect.addEffectPlayEndHandle(item.onHurtExecEnd);
            }
        }
Example #4
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;
        }