Esempio n. 1
0
 public void Update()
 {
     if (ViewActive)
     {
         PerceptionView.Update();
     }
 }
Esempio n. 2
0
        void IBattleCharacter.AttachMaigc(int magicID, float cdCompletedTime)
        {
            var notify = new Notify_ReleaseMagic {
                Index = Index, MagicID = magicID, CdCompletedTime = cdCompletedTime
            };

            PerceptionView.AddNotify(notify);
        }
Esempio n. 3
0
        void IBattleCharacter.ProtertyChange(HeroPropertyType type, int finalValue)
        {
            var notify = new Notify_PropertyValue {
                Index = Index, FinallyValue = finalValue, Type = type
            };

            PerceptionView.AddNotify(notify);
        }
Esempio n. 4
0
        void IBattleCharacter.ShowMPChange(int mp, int cur, int maxMP)
        {
            var notify = new Proto.Notify_MPChange
            {
                Index    = Index,
                MP       = mp,
                TargetMP = cur,
                Max      = maxMP
            };

            PerceptionView.AddNotify(notify);
        }
Esempio n. 5
0
        void IBattleCharacter.ShowHPChange(int hp, int cur, int max)
        {
            var notify = new Proto.Notify_HPChange
            {
                Index    = Index,
                HP       = hp,
                TargetHP = cur,
                Max      = max
            };

            PerceptionView.AddNotify(notify);
        }
Esempio n. 6
0
 void IBattleCharacter.StopMove()
 {
     CurrentPath = null;
     if (syncIndex > 0)
     {
         var notify = new Proto.Notify_CharacterPosition()
         {
             LastPosition   = this.transform.position.ToV3(),
             TargetPosition = this.transform.position.ToV3(),
             Index          = this.Index
         };
         PerceptionView.AddNotify(notify);
     }
     syncIndex = 0;
 }
Esempio n. 7
0
 public Perception(Agent owner)
 {
     PerceptionView  = new PerceptionView(owner);
     RevisionView    = new RevisionView(owner);
     PerceptionSound = new PerceptionSound(owner);
 }