public void PotencyProcess(Msg_OtherCharSkillStance _stance)
	{
		m_Potency.PotencyProcess(_stance);
	}
Exemple #2
0
	public StanceInfo(Msg_OtherCharSkillStance _stance)
	{
#if _STANCE
		m_StanceSkill = _stance.stanceSkill_;
		m_SkillLevel = _stance.stanceLevel_;
		m_StancePotency = _stance.stancePotencyIdx_;
#endif
	}
	public void PotencyProcess(Msg_OtherCharSkillStance _stance)
	{		
		Tbl_Skill_Record skillRecord = AsTableManager.Instance.GetTbl_Skill_Record( _stance.stanceSkill_);
		Tbl_SkillLevel_Record skillLvRecord = AsTableManager.Instance.GetTbl_SkillLevel_Record( _stance.stanceLevel_, _stance.stanceSkill_);
		if( skillRecord != null && skillLvRecord != null)
		{
			Tbl_Skill_Potency potency = skillRecord.listSkillPotency[_stance.stancePotencyIdx_];
			Tbl_SkillLevel_Potency lvPotency = skillLvRecord.listSkillLevelPotency[_stance.stancePotencyIdx_];
			int potencyIdx = lvPotency.Potency_EffectIndex;
			if(PlayPotency(potencyIdx) == false)
			{
				Debug.LogError("PotencyProcessor: delivered message is Msg_OtherCharSkillStance(Skill level table record:[Skill_GroupIndex:" + skillLvRecord.Skill_GroupIndex +
					"][skill level:" + skillLvRecord.Skill_Level + "]");
			}
			
			if( potency.Potency_Type == ePotency_Type.Balloon)
				m_Owner.HandleMessage( new Msg_BalloonIndicate( lvPotency));
		}
	}
	public Msg_OtherCharAttackNpc1( Msg_OtherCharSkillStance _stance)
	{
		sessionId_ = _stance.sessionIdx_;
		charUniqKey_ = _stance.charUniqKey_;
		
		npcIdx_ = new int[TargetDecider.MAX_SKILL_TARGET];
		mainCharUniqKey_ = new uint[TargetDecider.MAX_SKILL_TARGET];
		
		skillTableIdx_ = _stance.stanceSkill_;
		skillLevel_ = _stance.stanceLevel_;
		
		ready_ = true;
		
		skillLv_ = AsTableManager.Instance.GetTbl_SkillLevel_Record( skillLevel_, skillTableIdx_);
		skill_ = AsTableManager.Instance.GetTbl_Skill_Record( skillLv_.Skill_GroupIndex);
		action_ = AsTableManager.Instance.GetTbl_Action_Record( skillLv_.SkillAction_Index);
		
		actionTableIdx_ = action_.Index;
	}