public void StatisticSkillInfo(HurtEventResultInfo prm)
        {
            if (prm.hurtInfo.atkSlot >= SkillSlotType.SLOT_SKILL_COUNT)
            {
                return;
            }
            if (!this.actorHero || this.actorHero.handle.SkillControl == null || this.actorHero.handle.SkillControl.stSkillStat == null || this.actorHero.handle.SkillControl.stSkillStat.SkillStatistictInfo == null)
            {
                return;
            }
            SKILLSTATISTICTINFO sKILLSTATISTICTINFO = this.actorHero.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.hurtInfo.atkSlot];

            if (prm.hurtInfo.hurtType != HurtTypeDef.Therapic)
            {
                sKILLSTATISTICTINFO.iHurtTotal += prm.hurtTotal;
                if (prm.src && prm.src.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
                {
                    sKILLSTATISTICTINFO.iHurtToHeroTotal += prm.hurtTotal;
                    if (!sKILLSTATISTICTINFO.bIsCurUseSkillHitHero)
                    {
                        sKILLSTATISTICTINFO.bIsCurUseSkillHitHero = true;
                        sKILLSTATISTICTINFO.iUseSkillHitHeroTimes++;
                    }
                    sKILLSTATISTICTINFO.iHitHeroCount++;
                }
                sKILLSTATISTICTINFO.iHurtMax = Math.Max(sKILLSTATISTICTINFO.iHurtMax, prm.hurtTotal);
                if (sKILLSTATISTICTINFO.iHurtMin == -1)
                {
                    sKILLSTATISTICTINFO.iHurtMin = prm.hurtTotal;
                }
                else
                {
                    sKILLSTATISTICTINFO.iHurtMin = Math.Min(sKILLSTATISTICTINFO.iHurtMin, prm.hurtTotal);
                }
                if (sKILLSTATISTICTINFO.iTmpHitAllHurtCountIndex++ < sKILLSTATISTICTINFO.iHitCount)
                {
                    sKILLSTATISTICTINFO.iTmpHitAllHurtTotal += prm.hurtTotal;
                }
                if (sKILLSTATISTICTINFO.iTmpHitAllHurtCountIndex == sKILLSTATISTICTINFO.iHitCount)
                {
                    sKILLSTATISTICTINFO.iHitAllHurtTotalMax = Math.Max(sKILLSTATISTICTINFO.iHitAllHurtTotalMax, sKILLSTATISTICTINFO.iTmpHitAllHurtTotal);
                    if (sKILLSTATISTICTINFO.iHitAllHurtTotalMin == -1)
                    {
                        sKILLSTATISTICTINFO.iHitAllHurtTotalMin = sKILLSTATISTICTINFO.iTmpHitAllHurtTotal;
                    }
                    else
                    {
                        sKILLSTATISTICTINFO.iHitAllHurtTotalMin = Math.Min(sKILLSTATISTICTINFO.iHitAllHurtTotalMin, sKILLSTATISTICTINFO.iTmpHitAllHurtTotal);
                    }
                }
                sKILLSTATISTICTINFO.iadValue      = Math.Max(sKILLSTATISTICTINFO.iadValue, prm.hurtInfo.adValue);
                sKILLSTATISTICTINFO.iapValue      = Math.Max(sKILLSTATISTICTINFO.iapValue, prm.hurtInfo.apValue);
                sKILLSTATISTICTINFO.ihemoFadeRate = Math.Max(sKILLSTATISTICTINFO.ihemoFadeRate, prm.hurtInfo.firstHemoFadeRate);
                sKILLSTATISTICTINFO.ihpValue      = Math.Max(sKILLSTATISTICTINFO.ihpValue, prm.hurtInfo.hpValue);
                sKILLSTATISTICTINFO.ihurtCount    = Math.Max(sKILLSTATISTICTINFO.ihurtCount, prm.hurtInfo.hurtCount);
                sKILLSTATISTICTINFO.ihurtValue    = Math.Max(sKILLSTATISTICTINFO.ihurtValue, prm.hurtInfo.hurtValue);
                sKILLSTATISTICTINFO.iloseHpValue  = Math.Max(sKILLSTATISTICTINFO.iloseHpValue, prm.hurtInfo.loseHpValue);
            }
        }
Exemple #2
0
 public SkillSlot(SkillSlotType type)
 {
     this.SkillStatistictInfo = new SKILLSTATISTICTINFO();
     this.IsCDReady           = true;
     this.SlotType            = type;
     this.bLimitUse           = false;
     this.skillChangeEvent    = new SkillChangeEvent(this);
     this.skillIndicator      = new SkillControlIndicator(this);
     this.changeSkillCDRate   = 0;
     this.lLastUseTime        = 0L;
     this.CurSkillCD          = 0;
 }
Exemple #3
0
 public void StatisticSkillInfo(HurtEventResultInfo prm)
 {
     if ((prm.hurtInfo.atkSlot < SkillSlotType.SLOT_SKILL_COUNT) && (((this.actorHero != 0) && (this.actorHero.handle.SkillControl != null)) && ((this.actorHero.handle.SkillControl.stSkillStat != null) && (this.actorHero.handle.SkillControl.stSkillStat.SkillStatistictInfo != null))))
     {
         SKILLSTATISTICTINFO skillstatistictinfo = this.actorHero.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.hurtInfo.atkSlot];
         if (prm.hurtInfo.hurtType != HurtTypeDef.Therapic)
         {
             skillstatistictinfo.iHurtTotal += prm.hurtTotal;
             if ((prm.src != 0) && (prm.src.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero))
             {
                 skillstatistictinfo.iHurtToHeroTotal += prm.hurtTotal;
             }
             skillstatistictinfo.iHurtMax = Math.Max(skillstatistictinfo.iHurtMax, prm.hurtTotal);
             if (skillstatistictinfo.iHurtMin == -1)
             {
                 skillstatistictinfo.iHurtMin = prm.hurtTotal;
             }
             else
             {
                 skillstatistictinfo.iHurtMin = Math.Min(skillstatistictinfo.iHurtMin, prm.hurtTotal);
             }
             if (skillstatistictinfo.iTmpHitAllHurtCountIndex++ < skillstatistictinfo.iHitCount)
             {
                 skillstatistictinfo.iTmpHitAllHurtTotal += prm.hurtTotal;
             }
             if (skillstatistictinfo.iTmpHitAllHurtCountIndex == skillstatistictinfo.iHitCount)
             {
                 skillstatistictinfo.iHitAllHurtTotalMax = Math.Max(skillstatistictinfo.iHitAllHurtTotalMax, skillstatistictinfo.iTmpHitAllHurtTotal);
                 if (skillstatistictinfo.iHitAllHurtTotalMin == -1)
                 {
                     skillstatistictinfo.iHitAllHurtTotalMin = skillstatistictinfo.iTmpHitAllHurtTotal;
                 }
                 else
                 {
                     skillstatistictinfo.iHitAllHurtTotalMin = Math.Min(skillstatistictinfo.iHitAllHurtTotalMin, skillstatistictinfo.iTmpHitAllHurtTotal);
                 }
             }
             skillstatistictinfo.iadValue      = Math.Max(skillstatistictinfo.iadValue, prm.hurtInfo.adValue);
             skillstatistictinfo.iapValue      = Math.Max(skillstatistictinfo.iapValue, prm.hurtInfo.apValue);
             skillstatistictinfo.ihemoFadeRate = Math.Max(skillstatistictinfo.ihemoFadeRate, prm.hurtInfo.hemoFadeRate);
             skillstatistictinfo.ihpValue      = Math.Max(skillstatistictinfo.ihpValue, prm.hurtInfo.hpValue);
             skillstatistictinfo.ihurtCount    = Math.Max(skillstatistictinfo.ihurtCount, prm.hurtInfo.hurtCount);
             skillstatistictinfo.ihurtValue    = Math.Max(skillstatistictinfo.ihurtValue, prm.hurtInfo.hurtValue);
             skillstatistictinfo.iloseHpValue  = Math.Max(skillstatistictinfo.iloseHpValue, prm.hurtInfo.loseHpValue);
         }
     }
 }
 private void OnActorDamageAtker(ref HurtEventResultInfo prm)
 {
     if (prm.atker && prm.atker.handle.TheActorMeta.ActorType != ActorTypeDef.Actor_Type_Hero && prm.hurtInfo.hurtType != HurtTypeDef.Therapic)
     {
         DictionaryView <uint, NONHERO_STATISTIC_INFO> dictionaryView;
         if (!this.m_NonHeroInfo.TryGetValue((uint)prm.atker.handle.TheActorMeta.ActorType, out dictionaryView))
         {
             dictionaryView = new DictionaryView <uint, NONHERO_STATISTIC_INFO>();
             this.m_NonHeroInfo.Add((uint)prm.atker.handle.TheActorMeta.ActorType, dictionaryView);
         }
         NONHERO_STATISTIC_INFO nONHERO_STATISTIC_INFO;
         if (!dictionaryView.TryGetValue((uint)prm.atker.handle.TheActorMeta.ActorCamp, out nONHERO_STATISTIC_INFO))
         {
             nONHERO_STATISTIC_INFO = new NONHERO_STATISTIC_INFO();
             dictionaryView.Add((uint)prm.atker.handle.TheActorMeta.ActorCamp, nONHERO_STATISTIC_INFO);
         }
         nONHERO_STATISTIC_INFO.uiTotalAttackNum += 1u;
         nONHERO_STATISTIC_INFO.uiTotalHurtCount += (uint)prm.hurtTotal;
         nONHERO_STATISTIC_INFO.uiHurtMax         = ((nONHERO_STATISTIC_INFO.uiHurtMax > (uint)prm.hurtTotal) ? nONHERO_STATISTIC_INFO.uiHurtMax : ((uint)prm.hurtTotal));
         nONHERO_STATISTIC_INFO.uiHurtMin         = ((nONHERO_STATISTIC_INFO.uiHurtMin < (uint)prm.hurtTotal) ? nONHERO_STATISTIC_INFO.uiHurtMin : ((uint)prm.hurtTotal));
         DebugHelper.Assert(prm.atker.handle.SkillControl != null, "empty skill control");
         if (prm.atker.handle.SkillControl != null && prm.atker.handle.SkillControl.stSkillStat != null && prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo != null)
         {
             int  atkSlot = (int)prm.hurtInfo.atkSlot;
             int  num     = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo.Length;
             bool flag    = atkSlot >= 0 && atkSlot < num;
             if (flag)
             {
                 SKILLSTATISTICTINFO sKILLSTATISTICTINFO = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.hurtInfo.atkSlot];
                 nONHERO_STATISTIC_INFO.uiAttackDistanceMax = (uint)sKILLSTATISTICTINFO.iAttackDistanceMax;
                 if (prm.atker.handle.SkillControl.CurUseSkillSlot != null && prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj != null && prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj.cfgData != null)
                 {
                     uint num2 = prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj.cfgData.iMaxAttackDistance;
                     nONHERO_STATISTIC_INFO.uiAttackDistanceMin = ((nONHERO_STATISTIC_INFO.uiAttackDistanceMin < num2) ? nONHERO_STATISTIC_INFO.uiAttackDistanceMin : num2);
                 }
             }
         }
         if (nONHERO_STATISTIC_INFO.uiFirstBeAttackTime == 0u)
         {
             nONHERO_STATISTIC_INFO.uiFirstBeAttackTime = (uint)Singleton <FrameSynchr> .instance.LogicFrameTick;
         }
         this.m_NonHeroInfo[(uint)prm.atker.handle.TheActorMeta.ActorType][(uint)prm.atker.handle.TheActorMeta.ActorCamp] = nONHERO_STATISTIC_INFO;
     }
 }
Exemple #5
0
 public void OnHitTrigger(ref SkillChooseTargetEventParam prm)
 {
     if ((((prm.atker != 0) && (prm.atker.handle.SkillControl != null)) && ((prm.atker.handle.SkillControl.stSkillStat != null) && (prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo != null))) && (prm.atker.handle.SkillControl.CurUseSkillSlot != null))
     {
         SKILLSTATISTICTINFO skillstatistictinfo = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.atker.handle.SkillControl.CurUseSkillSlot.SlotType];
         skillstatistictinfo.iHitCount = prm.iTargetCount;
         skillstatistictinfo.iTmpHitAllHurtCountIndex = 0;
         skillstatistictinfo.iTmpHitAllHurtTotal      = 0;
         skillstatistictinfo.iHitCountMax             = Math.Max(skillstatistictinfo.iHitCountMax, prm.iTargetCount);
         if (skillstatistictinfo.iHitCountMin == -1)
         {
             skillstatistictinfo.iHitCountMin = prm.iTargetCount;
         }
         else
         {
             skillstatistictinfo.iHitCountMin = Math.Min(skillstatistictinfo.iHitCountMin, prm.iTargetCount);
         }
     }
 }
 public void OnHitTrigger(ref SkillChooseTargetEventParam prm)
 {
     if (prm.atker && prm.atker == this.actorHero && prm.atker.handle.SkillControl != null && prm.atker.handle.SkillControl.stSkillStat != null && prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo != null && prm.atker.handle.SkillControl.CurUseSkillSlot != null)
     {
         SKILLSTATISTICTINFO sKILLSTATISTICTINFO = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.atker.handle.SkillControl.CurUseSkillSlot.SlotType];
         sKILLSTATISTICTINFO.iHitCount = prm.iTargetCount;
         sKILLSTATISTICTINFO.iTmpHitAllHurtCountIndex = 0;
         sKILLSTATISTICTINFO.iTmpHitAllHurtTotal      = 0;
         sKILLSTATISTICTINFO.iHitCountMax             = Math.Max(sKILLSTATISTICTINFO.iHitCountMax, prm.iTargetCount);
         if (sKILLSTATISTICTINFO.iHitCountMin == -1)
         {
             sKILLSTATISTICTINFO.iHitCountMin = prm.iTargetCount;
         }
         else
         {
             sKILLSTATISTICTINFO.iHitCountMin = Math.Min(sKILLSTATISTICTINFO.iHitCountMin, prm.iTargetCount);
         }
     }
 }
Exemple #7
0
 private void OnActorDamageAtker(ref HurtEventResultInfo prm)
 {
     if (((prm.atker != 0) && (prm.atker.handle.TheActorMeta.ActorType != ActorTypeDef.Actor_Type_Hero)) && (prm.hurtInfo.hurtType != HurtTypeDef.Therapic))
     {
         DictionaryView <uint, NONHERO_STATISTIC_INFO> view;
         NONHERO_STATISTIC_INFO nonhero_statistic_info;
         if (!this.m_NonHeroInfo.TryGetValue((uint)prm.atker.handle.TheActorMeta.ActorType, out view))
         {
             view = new DictionaryView <uint, NONHERO_STATISTIC_INFO>();
             this.m_NonHeroInfo.Add((uint)prm.atker.handle.TheActorMeta.ActorType, view);
         }
         if (!view.TryGetValue((uint)prm.atker.handle.TheActorMeta.ActorCamp, out nonhero_statistic_info))
         {
             nonhero_statistic_info = new NONHERO_STATISTIC_INFO();
             view.Add((uint)prm.atker.handle.TheActorMeta.ActorCamp, nonhero_statistic_info);
         }
         nonhero_statistic_info.uiTotalAttackNum++;
         nonhero_statistic_info.uiTotalHurtCount += (uint)prm.hurtTotal;
         nonhero_statistic_info.uiHurtMax         = (nonhero_statistic_info.uiHurtMax <= prm.hurtTotal) ? ((uint)prm.hurtTotal) : nonhero_statistic_info.uiHurtMax;
         nonhero_statistic_info.uiHurtMin         = (nonhero_statistic_info.uiHurtMin >= prm.hurtTotal) ? ((uint)prm.hurtTotal) : nonhero_statistic_info.uiHurtMin;
         DebugHelper.Assert(prm.atker.handle.SkillControl != null, "empty skill control");
         if (((prm.atker.handle.SkillControl != null) && (prm.atker.handle.SkillControl.stSkillStat != null)) && (prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo != null))
         {
             int atkSlot = (int)prm.hurtInfo.atkSlot;
             int length  = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo.Length;
             if ((atkSlot >= 0) && (atkSlot < length))
             {
                 SKILLSTATISTICTINFO skillstatistictinfo = prm.atker.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)prm.hurtInfo.atkSlot];
                 nonhero_statistic_info.uiAttackDistanceMax = (uint)skillstatistictinfo.iAttackDistanceMax;
                 if (((prm.atker.handle.SkillControl.CurUseSkillSlot != null) && (prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj != null)) && (prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj.cfgData != null))
                 {
                     uint iMaxAttackDistance = (uint)prm.atker.handle.SkillControl.CurUseSkillSlot.SkillObj.cfgData.iMaxAttackDistance;
                     nonhero_statistic_info.uiAttackDistanceMin = (nonhero_statistic_info.uiAttackDistanceMin >= iMaxAttackDistance) ? iMaxAttackDistance : nonhero_statistic_info.uiAttackDistanceMin;
                 }
             }
         }
         if (nonhero_statistic_info.uiFirstBeAttackTime == 0)
         {
             nonhero_statistic_info.uiFirstBeAttackTime = (uint)Singleton <FrameSynchr> .instance.LogicFrameTick;
         }
         this.m_NonHeroInfo[(uint)prm.atker.handle.TheActorMeta.ActorType][(uint)prm.atker.handle.TheActorMeta.ActorCamp] = nonhero_statistic_info;
     }
 }
Exemple #8
0
 private void SkillInfoStatistic(ref SkillSlot stSkillSlot)
 {
     if ((stSkillSlot != null) && ((this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].iSkillCfgID == 0) || (this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].iSkillCfgID == stSkillSlot.SkillObj.cfgData.iCfgID)))
     {
         this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].iSkillCfgID = stSkillSlot.SkillObj.cfgData.iCfgID;
         SKILLSTATISTICTINFO skillstatistictinfo1 = this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType];
         skillstatistictinfo1.uiUsedTimes++;
         this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].iAttackDistanceMax = Math.Max(this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].iAttackDistanceMax, (int)stSkillSlot.SkillObj.cfgData.iMaxAttackDistance);
         long num  = (long)(Time.realtimeSinceStartup * 1000f);
         uint num2 = (uint)(num - stSkillSlot.lLastUseTime);
         if (stSkillSlot.lLastUseTime != 0)
         {
             uint num3 = Math.Min(this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].uiCDIntervalMin, num2);
             this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].uiCDIntervalMin = num3;
             uint num4 = Math.Max(this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].uiCDIntervalMax, num2);
             this.stSkillStat.SkillStatistictInfo[(int)stSkillSlot.SlotType].uiCDIntervalMax = num4;
         }
         stSkillSlot.lLastUseTime = num;
     }
 }
Exemple #9
0
 public void OnActorDamage(ref HurtEventResultInfo prm)
 {
     if (prm.src == this.actorHero)
     {
         if (prm.hurtInfo.hurtType != HurtTypeDef.Therapic)
         {
             base.m_uiBeAttackedNum++;
             base.m_hurtTakenByEnemy += prm.hurtTotal;
             if ((prm.atker != 0) && (prm.atker.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero))
             {
                 base.m_hurtTakenByHero += prm.hurtTotal;
             }
             base.m_BeHurtMax = (base.m_BeHurtMax >= prm.hurtTotal) ? base.m_BeHurtMax : prm.hurtTotal;
             if (base.m_BeHurtMin == -1)
             {
                 base.m_BeHurtMin = prm.hurtTotal;
             }
             else
             {
                 base.m_BeHurtMin = (base.m_BeHurtMin <= prm.hurtTotal) ? base.m_BeHurtMin : prm.hurtTotal;
             }
         }
         else
         {
             if ((prm.atker != 0) && (prm.atker.handle.TheActorMeta.ActorType != ActorTypeDef.Actor_Type_Organ))
             {
                 base.m_uiHealNum++;
                 base.m_iBeHeal  += prm.hurtTotal;
                 base.m_BeHealMax = (base.m_BeHealMax >= prm.hurtTotal) ? base.m_BeHealMax : prm.hurtTotal;
                 if (base.m_BeHealMin == -1)
                 {
                     base.m_BeHealMin = prm.hurtTotal;
                 }
                 else
                 {
                     base.m_BeHealMin = (base.m_BeHealMin <= prm.hurtTotal) ? base.m_BeHealMin : prm.hurtTotal;
                 }
             }
             if ((prm.atker != 0) && (prm.atker == this.actorHero))
             {
                 base.m_iSelfHealNum++;
                 base.m_iSelfHealCount += prm.hurtTotal;
                 base.m_iSelfHealMax    = (base.m_iSelfHealMax >= prm.hurtTotal) ? base.m_iSelfHealMax : prm.hurtTotal;
                 if (base.m_iSelfHealMin == -1)
                 {
                     base.m_iSelfHealMin = prm.hurtTotal;
                 }
                 else
                 {
                     base.m_iSelfHealMin = (base.m_iSelfHealMin <= prm.hurtTotal) ? base.m_iSelfHealMin : prm.hurtTotal;
                 }
             }
         }
     }
     if ((prm.atker != 0) && (prm.atker == this.actorHero))
     {
         if (prm.hurtInfo.hurtType != HurtTypeDef.Therapic)
         {
             if (prm.src.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
             {
                 base.m_hurtToHero += prm.hurtTotal;
                 base.m_uiHurtToHeroNum++;
                 if (prm.hurtInfo.hurtType == HurtTypeDef.PhysHurt)
                 {
                     base.m_iPhysHurtToHero += prm.hurtTotal;
                 }
                 else if (prm.hurtInfo.hurtType == HurtTypeDef.MagicHurt)
                 {
                     base.m_iMagicHurtToHero += prm.hurtTotal;
                 }
                 else if (prm.hurtInfo.hurtType == HurtTypeDef.RealHurt)
                 {
                     base.m_iRealHurtToHero += prm.hurtTotal;
                 }
             }
             else if (prm.src.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Organ)
             {
                 base.m_iHurtToOrgan += prm.hurtTotal;
             }
             base.m_hurtToEnemy += prm.hurtTotal;
             base.m_uiHurtToEnemyNum++;
             if ((prm.atker.handle.SkillControl.CurUseSkill != null) && (prm.atker.handle.SkillControl.CurUseSkill.SlotType == SkillSlotType.SLOT_SKILL_0))
             {
                 base.m_Skill0HurtToEnemy += prm.hurtTotal;
             }
         }
         else
         {
             base.m_heal += prm.hurtTotal;
         }
         this.StatisticSkillInfo(prm);
         this.StatisticActorInfo(prm);
     }
     else if ((prm.atker != 0) && (prm.atker.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Monster))
     {
         MonsterWrapper actorControl = prm.atker.handle.ActorControl as MonsterWrapper;
         if ((((actorControl != null) && (actorControl.hostActor != 0)) && ((actorControl.hostActor.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && (actorControl.spawnSkillSlot < SkillSlotType.SLOT_SKILL_COUNT))) && (((actorControl.hostActor.handle.SkillControl != null) && (actorControl.hostActor.handle.SkillControl.stSkillStat != null)) && (actorControl.hostActor.handle.SkillControl.stSkillStat.SkillStatistictInfo != null)))
         {
             SKILLSTATISTICTINFO skillstatistictinfo1 = actorControl.hostActor.handle.SkillControl.stSkillStat.SkillStatistictInfo[(int)actorControl.spawnSkillSlot];
             skillstatistictinfo1.iHurtTotal += prm.hurtTotal;
         }
     }
 }
Exemple #10
0
 private SkillSlot()
 {
     this.SkillStatistictInfo = new SKILLSTATISTICTINFO();
 }