// 进入状态 public override void Enter(object param) { IEntity target = skillPart.GetSkillTarget(); // 只有主角会进入战斗状态 if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART && EntitySystem.EntityHelper.IsMainPlayer(skillPart.GetMaster())) { PlayerSkillPart playerSkill = skillPart as PlayerSkillPart; if (playerSkill != null) { playerSkill.SkillStartPlayTime = Time.realtimeSinceStartup; playerSkill.SetFighting(true); } } SkillDatabase skilltable = skillPart.GetCurSkillDataBase(); if (skilltable == null) { return; } // 朝向目标 if (target != null) { if (skilltable.targetType != (int)SkillTargetType.TargetForwardPoint) { skillPart.GetMaster().SendMessage(EntityMessage.EntityCommand_LookTarget, target.GetPos()); } } database = skilltable; //准备时间结束 发送结束消息 if (SkillSystem.GetClientGlobal().IsMainPlayer(skillPart.GetMaster()) && skilltable.dwReadTime > 0) // 非瞬发技能 { //读条技能 Client.stUninterruptMagic evenparam = new Client.stUninterruptMagic(); evenparam.time = database.dwReadTime; evenparam.type = GameCmd.UninterruptActionType.UninterruptActionType_SkillCJ; evenparam.uid = skillPart.GetMaster().GetUID(); EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSSTART, evenparam); } preparetime = 0; }