Esempio n. 1
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    //UPDATE THE STATE OF ALL STANCES AND ASSIGN THE CURRENT STANCE
    private void UpdateCurrentStance()
    {
        if (stanceInfos == null) { return; }

        foreach (StanceInfo sI in stanceInfos) {
            if (sI.CheckIsInVolume(weaponTf.position) == true) {
                currentStance = sI;
            }

        }
    }
Esempio n. 2
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    public StanceInfo ConvertData()
    {
        StanceInfo stanceData = new StanceInfo();

        stanceData.combatStance   = this.combatStance;
        stanceData.cinematicIntro = this.cinematicIntro;
        stanceData.cinematicOutro = this.cinematicOutro;
        stanceData.basicMoves     = this.basicMoves;
        stanceData.attackMoves    = this.attackMoves;

        return(stanceData);
    }
Esempio n. 3
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    //UPDATE THE STATE OF ALL STANCES AND ASSIGN THE CURRENT STANCE
    private void UpdateCurrentStance()
    {
        if (stanceInfos == null)
        {
            return;
        }

        foreach (StanceInfo sI in stanceInfos)
        {
            if (sI.CheckIsInVolume(weaponTf.position) == true)
            {
                currentStance = sI;
            }
        }
    }
Esempio n. 4
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	public void StanceChanged( StanceInfo _stance)
	{
		int lv = _stance.SkillLevel;
		Tbl_SkillLevel_Record lvRecord = AsTableManager.Instance.GetTbl_SkillLevel_Record(lv, _stance.StanceSkill);
		Tbl_SkillLevel_Potency potency = lvRecord.listSkillLevelPotency[_stance.StancePotency];
		
		DeleteIcon();
		CreateSkillIcon( (int)potency.Potency_Value, new Vector3( 0.0f, 0.0f, -0.5f));
	}
Esempio n. 5
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	//$yde
	public void ChangeStance(StanceInfo _stance)
	{
		foreach( AsQuickSlot quickSlot in slotArray)
			quickSlot.ChangeStance(_stance);
	}
Esempio n. 6
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	///$yde
	public void ChangeStance(StanceInfo _stance)
	{
		foreach( AsSlot slot in slotArray)
		{
			if( ( 0 != slot.getSkillID ) && ( _stance.StanceSkill == slot.getSkillID))
			{
				slot.StanceChanged(_stance);
//				int lv = _stance.SkillLevel;
//				Tbl_SkillLevel_Record lvRecord = AsTableManager.Instance.GetTbl_SkillLevel_Record(lv, _stance.StanceSkill);
//				Tbl_SkillLevel_Potency potency = lvRecord.listSkillLevelPotency[_stance.StancePotency];
//				
//				slot.SetSkillIcon((int)potency.Potency_Value, (int)potency.Potency_IntValue);
			}
		}
	}
Esempio n. 7
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	public void StanceChanged(body_SC_CHAR_SKILL_STANCE _stance)
	{
		m_StanceInfo = new StanceInfo(_stance);
		StanceProcess();
		
		AsCommonSender.EndSkillUseProcess();
		
		Tbl_SkillLevel_Record lv = AsTableManager.Instance.GetTbl_SkillLevel_Record( m_StanceInfo.SkillLevel, m_StanceInfo.StanceSkill);
		if( lv != null)
			CoolTimeGroupMgr.Instance.SetCoolTimeGroup( m_StanceInfo.StanceSkill, lv.CoolTime);
		else
			Debug.LogError("SkillBook::StanceChanged: m_StanceInfo.SkillLevel = " + m_StanceInfo.SkillLevel);
	}
Esempio n. 8
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	void InitStance(body1_SC_SKILL_LIST _list)
	{
		m_StanceInfo = new StanceInfo(_list);
		StanceProcess();
	}
Esempio n. 9
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	public void SetStance(StanceInfo _info)
	{
		if(_info.StancePotency == 0)
			m_StanceNumber = "";
		else
			m_StanceNumber = (_info.StancePotency + 1).ToString();
	}
Esempio n. 10
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	void OnStance( AsIMessage _msg)
	{
		Msg_OtherCharSkillStance stance = _msg as Msg_OtherCharSkillStance;
		m_StanceInfo = new StanceInfo( stance);
		m_OtherUserEntity.SetStance( m_StanceInfo);
		
//		Tbl_Skill_Record skill = AsTableManager.Instance.GetTbl_Skill_Record( stance.stanceSkill_);
//		eGENDER gender = m_Entity.GetProperty<eGENDER>(eComponentProperty.GENDER);
		
		Msg_OtherCharAttackNpc1 attack = new Msg_OtherCharAttackNpc1( stance);
		Msg_OtherCharAttackNpc_Ready ready = new Msg_OtherCharAttackNpc_Ready( attack);
		m_CurrentFsmState.MessageProcess( ready);
		
		m_OtherUserEntity.HandleMessage( new Msg_CombatBegin());
		
		m_ElementProcessor.PotencyProcess( stance);
	}
Esempio n. 11
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 void OnDisable()
 {
     currentStance = null;
 }
Esempio n. 12
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 void OnDisable()
 {
     currentStance = null;
 }
Esempio n. 13
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	//$yde
	public void ChangeStance(StanceInfo _stance)
	{
		packSlot.ChangeStance(_stance);
	}