Esempio n. 1
0
        public override void CondTstFunc(SkFuncInOutPara funcInOut)
        {
            base.CondTstFunc(funcInOut);

            Entity.SendMsg(EMsg.Skill_CheckLoop, funcInOut);
            if (funcInOut._ret && IsController())
            {
                if (funcInOut._inst._target != null)
                {
                    SendBLoop(funcInOut._inst.SkillID, funcInOut._inst._target.GetId(), funcInOut._ret);
                }
                else
                {
                    SendBLoop(funcInOut._inst.SkillID, 0, funcInOut._ret);
                }
            }
            else
            {
                SetCondRet(funcInOut);
            }
        }
Esempio n. 2
0
        public void OnMsg(EMsg msg, params object[] args)
        {
            switch (msg)
            {
            case EMsg.Skill_CheckLoop:
                SkFuncInOutPara funcInOut = args[0] as SkFuncInOutPara;
                if (null != funcInOut)
                {
                    if (null != funcInOut._para)
                    {
                        string param = funcInOut._para as string;
                        if (null != param && param == "SwordAttack")
                        {
                            if (null != m_TwoHandWeaponAttack.sword)
                            {
                                funcInOut._ret = m_TwoHandWeaponAttack.CheckContinueAttack();
                            }
                            else if (null != m_SwordAttack.sword)
                            {
                                funcInOut._ret = m_SwordAttack.CheckContinueAttack();
                            }
                        }
                    }
                }
                break;

            case EMsg.View_Prefab_Build:
                BiologyViewCmpt obj     = args[0] as BiologyViewCmpt;
                HumanPhyCtrl    phyCtrl = obj.monoPhyCtrl;
                m_SwordAttack.phyMotor         = phyCtrl;
                m_TwoHandWeaponAttack.phyMotor = phyCtrl;
                m_JetPackAction.m_PhyCtrl      = phyCtrl;
                m_ParachuteAction.m_PhyCtrl    = phyCtrl;
                m_GliderAction.m_PhyCtrl       = phyCtrl;
                m_HeavyEquipmentCtrl.phyCtrl   = phyCtrl;
                m_RopeGunAction.phyCtrl        = phyCtrl;
                m_IKAimCtrl      = obj.monoIKAimCtrl;
                m_GunFire.ikAim  = m_IKAimCtrl;
                m_BowShoot.ikAim = m_IKAimCtrl;
                CheckGloves();
                Invoke("ResetWeapon", 0.5f);
                break;

            case EMsg.View_Prefab_Destroy:
                DeletGloves();
                break;

            case EMsg.Battle_OnShoot:
                if (null != m_Gun)
                {
                    m_GunHold.OnFire();
                }
                if (null != m_Bow)
                {
                    m_BowHold.OnFire();
                }
                break;

            case EMsg.View_FirstPerson:
                m_SwordAttack.firstPersonAttack         = (bool)args[0];
                m_TwoHandWeaponAttack.firstPersonAttack = (bool)args[0];
                break;
            }
        }