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); }
protected EventDispatch m_hurtExecEndDisp; // Hurt Item 执行结束事件分发 public ImmeHurtItemBase(EImmeHurtType hurtType) { m_hurtType = hurtType; m_execState = EImmeHurtExecState.eNone; m_hurtExecEndDisp = new AddOnceAndCallOnceEventDispatch(); }
protected int m_dieEffectId; // 死亡特效 Id public ImmeDieItem(EImmeHurtType hurtType) : base(hurtType) { }
protected int m_hurtEffectId; // 攻击受伤 Id public ImmeComHurtItem(EImmeHurtType hurtType) : base(hurtType) { }
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 ImmeSkillHurtItem(EImmeHurtType hurtType) : base(hurtType) { }