Exemple #1
0
    public void LockNearestTargetToHit()
    {
        CObject_Character pNearestTarget = LockNearestEnemy();

        //下边为挂机增加自动攻击

        if (AutoReleaseSkill.Instance.isAutoSkill())
        {
            if (AutoReleaseSkill.Instance.CanUseNextSkill())
            {
                CObject_Character target = mMainTarget as CObject_Character;
                if (target != null && !target.CannotBeAttack())
                {
                    mNearestTargetOLD = target;
                }
                if (mNearestTargetOLD == null || mNearestTargetOLD.IsDie())
                {
                    mNearestTargetOLD = pNearestTarget;
                }
                bool needSend = false;
                if (mNeedWaitSkillSend)
                {
                    uint curTime = GameProcedure.s_pTimeSystem.GetTimeNow();
                    if (curTime - mWaitSkillSend >= 1000)
                    {
                        needSend       = true;
                        mWaitSkillSend = curTime;
                    }
                }
                else
                {
                    needSend = true;
                }

                if (needSend)
                {
                    tActionItem suitAbleItem = AutoReleaseSkill.Instance.getSuitAbleSkill(mNearestTargetOLD);
                    if (suitAbleItem == null)
                    {
                        suitAbleItem = CActionSystem.Instance.GetDefaultAction();
                    }
                    CActionItem_Skill curSkill = suitAbleItem as CActionItem_Skill;
                    mNeedWaitSkillSend = !curSkill.AutoKeepOn();
                    Vector3 fvMouseHitPlan = Vector3.zero;
                    if (mNearestTargetOLD != null)
                    {
                        fvMouseHitPlan = mNearestTargetOLD.GetPosition();
                    }
                    CursorMng.Instance.MouseCommand_Set(false, mNearestTargetOLD, fvMouseHitPlan, suitAbleItem);
                    GameProcedure.s_pGameInterface.AutoHitState = 1;
                    CursorMng.Instance.MouseCommand_Active(CursorMng.Instance.MouseCommand_GetLeft());
                    GameProcedure.s_pGameInterface.AutoHitState = 0;
                }
            }
            else
            {
                AutoReleaseSkill.Instance.waitNextSkill();
            }
        }
        else
        {
            CObject_Character target = mMainTarget as CObject_Character;
            if (target != pNearestTarget)
            {
                if (target != null && !target.CannotBeAttack())
                {
                    mNearestTargetOLD = target;
                }
            }

            if (mNearestTargetOLD != pNearestTarget &&
                (mNearestTargetOLD == null || mNearestTargetOLD.IsDie()))
            {
                mNearestTargetOLD = pNearestTarget;
                Vector3 fvMouseHitPlan = Vector3.zero;
                bool    needSend       = false;
                if (mNeedWaitSkillSend)
                {
                    uint curTime = GameProcedure.s_pTimeSystem.GetTimeNow();
                    if (curTime - mWaitSkillSend >= 1000)
                    {
                        needSend       = true;
                        mWaitSkillSend = curTime;
                    }
                }
                else
                {
                    needSend = true;
                }

                if (needSend)
                {
                    tActionItem suitAbleItem = null;
                    if (AutoReleaseSkill.Instance.isAutoSkill())
                    {
                        if (AutoReleaseSkill.Instance.CanUseNextSkill())
                        {
                            suitAbleItem = AutoReleaseSkill.Instance.getSuitAbleSkill(pNearestTarget);
                        }
                        else
                        {
                            AutoReleaseSkill.Instance.waitNextSkill();
                        }
                    }

                    if (suitAbleItem == null)
                    {
                        suitAbleItem = CActionSystem.Instance.GetDefaultAction();
                    }
                    CActionItem_Skill curSkill = suitAbleItem as CActionItem_Skill;
                    mNeedWaitSkillSend = !curSkill.AutoKeepOn();
                    if (mNearestTargetOLD != null)
                    {
                        fvMouseHitPlan = mNearestTargetOLD.GetPosition();
                    }
                    CursorMng.Instance.MouseCommand_Set(false, mNearestTargetOLD, fvMouseHitPlan, suitAbleItem);
                    GameProcedure.s_pGameInterface.AutoHitState = 1;
                    CursorMng.Instance.MouseCommand_Active(CursorMng.Instance.MouseCommand_GetLeft());
                    GameProcedure.s_pGameInterface.AutoHitState = 0;
                }

                //if (suitAbleItem == null)
                //{
                //    suitAbleItem = CActionSystem.Instance.GetDefaultAction();
                //}
                //CursorMng.Instance.MouseCommand_Set(false, pNearestTarget, fvMouseHitPlan, suitAbleItem);
                ////  CAI_MySelf aiSelf = (CAI_MySelf)(CObjectManager.Instance.getPlayerMySelf().CharacterLogic_GetAI());
                //// if (aiSelf.GetMySelfAI() == ENUM_MYSELF_AI.MYSELF_AI_GUAJI)
                ////无需判定,一定是挂机状态
                //{
                //    GameProcedure.s_pGameInterface.AutoHitState = 1;
                //}
                //CursorMng.Instance.MouseCommand_Active(CursorMng.Instance.MouseCommand_GetLeft());
                //GameProcedure.s_pGameInterface.AutoHitState = 0;
                //mNearestTargetOLD = pNearestTarget;
            }
        }
    }
    public void Update()
    {
        if (!execute_)
        {
            return;
        }
        if (targetID_ == MacroDefine.INVALID_ID)
        {
            return;
        }
        if (CObjectManager.Instance.getPlayerMySelf().IsAutoFight())
        {
            return;
        }
        CObject_Character pChar = CObjectManager.Instance.FindServerObject(targetID_) as CObject_Character;

        if (pChar == null || pChar.IsDie())
        {
            enterFightStat_    = false;
            waitSendSkillTime_ = 0;
            return;
        }
        if (!enterFightStat_)
        {
            return;
        }
        if (pChar.CannotBeAttack())
        {
            return;
        }

        if (!canUseNextSkill_)
        {
            waitNextSkill();
            return;
        }

        bool needSend = false;

        if (needWaitSendSkill_)
        {
            uint curTime = GameProcedure.s_pTimeSystem.GetTimeNow();
            if (curTime - waitSendSkillTime_ >= MIN_ACTION_TIME)
            {
                needSend           = true;
                waitSendSkillTime_ = curTime;
            }
        }
        else
        {
            needSend = true;
        }

        if (needSend)
        {
            tActionItem curSkill = getSuitAbleSkill(pChar);
            if (curSkill == null)
            {
                curSkill = CActionSystem.Instance.GetDefaultAction();
            }
            CActionItem_Skill skill = curSkill as CActionItem_Skill;
            needWaitSendSkill_ = !skill.AutoKeepOn();
            Vector3 fvMouseHitPlan = pChar.GetPosition();
            CursorMng.Instance.MouseCommand_Set(false, pChar, fvMouseHitPlan, curSkill);
            CursorMng.Instance.MouseCommand_Active(CursorMng.Instance.MouseCommand_GetLeft());
        }
    }