public override bool IsActionLimited(SkillObj self, ActionLimitType limit, SkillInfo_New skillInfo, SkillConfig_New skillConfig) { int iLimit = -1; switch (limit) { case ActionLimitType.Attack: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionAttackLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; case ActionLimitType.Move: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionMoveLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; case ActionLimitType.UseSkill: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionUseSkillLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; default: System.Diagnostics.Debug.Assert(false, "limit == default IsActionLimited:[{0}]".F(limit)); break; } if (iLimit == 1) { return(true); } return(false); }
public override bool IsActionLimited(SkillObj self, ActionLimitType limit, BuffInfo_New buffInfo, BuffConfig_New buffConfig) { int iLimit = -1; switch (limit) { case ActionLimitType.Attack: iLimit = self.GetBuffStateIntParam(buffConfig, key_AttackLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; case ActionLimitType.Move: iLimit = self.GetBuffStateIntParam(buffConfig, key_MoveLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; case ActionLimitType.UseSkill: iLimit = self.GetBuffStateIntParam(buffConfig, key_UseSkillLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; default: Debug.Assert(false, "limit == default IsActionLimited:[{0}]".F(limit)); break; } if (iLimit == 1) { return(true); } return(false); }
public static bool IsActionLimited(SkillObj self, ActionLimitType limit) { var skillList = self.GetSkillList(); var buffList = self.GetBuffList(); //buff if (buffList != null) { foreach (var buffInfo in buffList) { BuffLogic buffLogic = GetBuffLogic(buffInfo, self); if (buffLogic != null) { int buffId = self.GetBuffID(buffInfo); BuffConfig_New buffConfig = self.GetBuffConfig(buffId); if (buffLogic.IsActionLimited(self, limit, buffInfo, buffConfig)) { return(true); } } else { self.LogInfo("something error {0}".F(self.GetBuffID(buffInfo))); } } } //技能 if (skillList != null) { foreach (var skillInfo in skillList) { SkillLogic skillLogic = GetSkillLogic(skillInfo, self); if (skillLogic != null) { int skillId = self.GetSkillID(skillInfo); SkillConfig_New skillConfig = self.GetSkillConfig(skillId); if (skillLogic.IsActionLimited(self, limit, skillInfo, skillConfig)) { return(true); } } else { self.LogInfo("something error2 {0}".F(self.GetSkillID(skillInfo))); } } } return(false); }
public virtual bool IsActionLimited(SkillObj self, ActionLimitType limit, SkillInfo_New skillInfo, SkillConfig_New skillConfig) { if (!CommonCheck(self, skillInfo, skillConfig)) { return(false); } var logicState = BattleModule.GetSkillLogicState(skillInfo, self); if (logicState == null) { return(false); } var ret = logicState.IsActionLimited(self, limit, skillInfo, skillConfig); return(ret); }
public override bool IsActionLimited(SkillObj self, ActionLimitType limit, BuffInfo_New buffInfo, BuffConfig_New buffConfig) { int iLimit = -1; switch (limit) { case ActionLimitType.Attack: iLimit = self.GetBuffStateIntParam(buffConfig, key_AttackLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; case ActionLimitType.Move: iLimit = self.GetBuffStateIntParam(buffConfig, key_MoveLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; case ActionLimitType.UseSkill: iLimit = self.GetBuffStateIntParam(buffConfig, key_UseSkillLimit_SkillConfig, self.GetBuffStateIndex(buffInfo)); break; default: Debug.Assert(false, "limit == default IsActionLimited:[{0}]".F(limit)); break; } if (iLimit == 1) { return true; } return false; }
public override bool IsActionLimited(SkillObj self, ActionLimitType limit, SkillInfo_New skillInfo, SkillConfig_New skillConfig) { int iLimit = -1; switch (limit) { case ActionLimitType.Attack: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionAttackLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; case ActionLimitType.Move: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionMoveLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; case ActionLimitType.UseSkill: iLimit = self.GetSkillStateIntParam(skillConfig, key_ActionUseSkillLimit_SkillConfig, self.GetSkillStateIndex(skillInfo)); break; default: System.Diagnostics.Debug.Assert(false, "limit == default IsActionLimited:[{0}]".F(limit)); break; } if (iLimit == 1) { return true; } return false; }
public virtual bool IsActionLimited(SkillObj self, ActionLimitType limit, I info, C config) { return(false); }
public virtual bool IsActionLimited(SkillObj self, ActionLimitType limit, SkillInfo_New skillInfo, SkillConfig_New skillConfig) { if (!CommonCheck(self, skillInfo, skillConfig)) { return false; } var logicState = BattleModule.GetSkillLogicState(skillInfo, self); if (logicState == null) { return false; } var ret = logicState.IsActionLimited(self, limit, skillInfo, skillConfig); return ret; }
public static bool IsActionLimited(SkillObj self, ActionLimitType limit) { var skillList = self.GetSkillList(); var buffList = self.GetBuffList(); //buff if (buffList != null) { foreach (var buffInfo in buffList) { BuffLogic buffLogic = GetBuffLogic(buffInfo, self); if (buffLogic != null) { int buffId = self.GetBuffID(buffInfo); BuffConfig_New buffConfig = self.GetBuffConfig(buffId); if(buffLogic.IsActionLimited(self, limit, buffInfo, buffConfig)) { return true; } } else { self.LogInfo("something error {0}".F(self.GetBuffID(buffInfo))); } } } //技能 if (skillList != null) { foreach (var skillInfo in skillList) { SkillLogic skillLogic = GetSkillLogic(skillInfo, self); if (skillLogic != null) { int skillId = self.GetSkillID(skillInfo); SkillConfig_New skillConfig = self.GetSkillConfig(skillId); if (skillLogic.IsActionLimited(self, limit, skillInfo, skillConfig)) { return true; } } else { self.LogInfo("something error2 {0}".F(self.GetSkillID(skillInfo))); } } } return false; }