Esempio n. 1
0
        public void OnDead()
        {
            SkillSlot slot = null;

            for (int i = 0; i < 8; i++)
            {
                slot = this.SkillSlotArray[i];
                if (((slot != null) && (slot.skillChangeEvent != null)) && slot.skillChangeEvent.IsActive())
                {
                    slot.skillChangeEvent.Abort();
                }
            }
            if (this.CurUseSkill != null)
            {
                this.CurUseSkill.Stop();
            }
            for (int j = 0; j < this.SpawnedBullets.Count; j++)
            {
                BulletSkill skill = this.SpawnedBullets[j];
                if (skill.IsDeadRemove)
                {
                    skill.Stop();
                    skill.Release();
                    this.SpawnedBullets.RemoveAt(j);
                    j--;
                }
            }
        }
 public override void UpdateLogic(int nDelta)
 {
     if (this.CurUseSkill != null && this.CurUseSkill.isFinish)
     {
         this.CurUseSkill     = null;
         this.CurUseSkillSlot = null;
     }
     for (int i = 0; i < this.SpawnedBullets.Count; i++)
     {
         BulletSkill bulletSkill = this.SpawnedBullets[i];
         if (bulletSkill != null)
         {
             bulletSkill.UpdateLogic(nDelta);
             if (bulletSkill.isFinish)
             {
                 bulletSkill.Release();
                 this.SpawnedBullets.RemoveAt(i);
             }
         }
     }
     for (int j = 0; j < 10; j++)
     {
         SkillSlot skillSlot = this.SkillSlotArray[j];
         if (skillSlot != null)
         {
             skillSlot.UpdateLogic(nDelta);
         }
     }
     if (this.talentSystem != null)
     {
         this.talentSystem.UpdateLogic(nDelta);
     }
 }
Esempio n. 3
0
 public void OnDead()
 {
     for (int i = 0; i < 10; i++)
     {
         SkillSlot skillSlot = this.SkillSlotArray[i];
         if (skillSlot != null && skillSlot.skillChangeEvent != null && skillSlot.skillChangeEvent.IsActive())
         {
             skillSlot.skillChangeEvent.Abort();
         }
     }
     if (this.CurUseSkill != null)
     {
         this.CurUseSkill.Stop();
     }
     for (int j = 0; j < this.SpawnedBullets.get_Count(); j++)
     {
         BulletSkill bulletSkill = this.SpawnedBullets.get_Item(j);
         if (bulletSkill.IsDeadRemove)
         {
             bulletSkill.Stop();
             bulletSkill.Release();
             this.SpawnedBullets.RemoveAt(j);
             j--;
         }
     }
 }
Esempio n. 4
0
        public PoolObjHandle <BulletSkill> SpawnBullet(SkillUseContext context, string _actionName, bool _bDeadRemove)
        {
            PoolObjHandle <BulletSkill> handle = new PoolObjHandle <BulletSkill>();

            if (context != null)
            {
                BulletSkill item = ClassObjPool <BulletSkill> .Get();

                item.Init(_actionName, _bDeadRemove);
                if (item.Use(base.actorPtr, context.Clone()))
                {
                    this.SpawnedBullets.Add(item);
                    return(new PoolObjHandle <BulletSkill>(item));
                }
                item.Release();
            }
            return(handle);
        }
Esempio n. 5
0
 public void OnDead()
 {
     if (this.CurUseSkill != null)
     {
         this.CurUseSkill.Stop();
     }
     for (int i = 0; i < this.SpawnedBullets.Count; i++)
     {
         BulletSkill skill = this.SpawnedBullets[i];
         if (skill.IsDeadRemove)
         {
             skill.Stop();
             skill.Release();
             this.SpawnedBullets.RemoveAt(i);
             i--;
         }
     }
 }
        public PoolObjHandle <BulletSkill> SpawnBullet(SkillUseContext context, string _actionName, bool _bDeadRemove, bool _bAgeImmeExcute = false, int _bulletTypeId = 0, int _bulletUpperLimit = 0)
        {
            PoolObjHandle <BulletSkill> result = default(PoolObjHandle <BulletSkill>);

            if (context == null)
            {
                return(result);
            }
            BulletSkill bulletSkill = ClassObjPool <BulletSkill> .Get();

            bulletSkill.Init(_actionName, _bDeadRemove, _bulletTypeId);
            bulletSkill.bAgeImmeExcute = _bAgeImmeExcute;
            this.RecycleOverLimitBullte(_bulletTypeId, _bulletUpperLimit);
            if (bulletSkill.Use(this.actorPtr, context))
            {
                this.SpawnedBullets.Add(bulletSkill);
                result = new PoolObjHandle <BulletSkill>(bulletSkill);
            }
            else
            {
                bulletSkill.Release();
            }
            return(result);
        }