public SkillDataCsvData GetSkillData() { SkillCsv skill = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); int skillDataId = skill.GetSkillDataIdByLv(m_skillInfo.id, 1); SkillDataCsv dataCsv = CsvManager.Inst.GetCsv <SkillDataCsv>((int)eAllCSV.eAC_SkillData); return(dataCsv.GetData(skillDataId)); }
/// <summary> /// 支持创建多个不同的触发器 /// </summary> private void CreateSkill() { CFrameTimeMgr.Inst.RegisterEvent(m_buffData.IntervalTime, () => { m_caster.m_cmdFspSendSkill.m_skillId = m_buffData.ParamValue1; SkillCsv skillCsv = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); SkillCsvData m_skillInfo = skillCsv.GetData(m_buffData.ParamValue1); m_caster.StartSkill(m_skillInfo); }); }
public void Init() { CCreature player = CCreatureMgr.Get(m_curSkillCmd.m_casterUid); if (m_curSkillCmd.m_skillId == 0) { m_skillInfo = player.GetSkillByIndex(m_curSkillCmd.m_skillIndex).m_skillInfo; } else { // 组合技能 SkillCsv skillCsv = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); m_skillInfo = skillCsv.GetData(m_curSkillCmd.m_skillId); } int skillId = m_skillInfo.id; SkillStepCsv step = CsvManager.Inst.GetCsv <SkillStepCsv>((int)eAllCSV.eAC_SkillStep); m_casterData = step.GetCasterData(skillId); //Debug.Log("播放施法动作" + m_casterData.animaName); if (player.m_vCreature == null) { return; } if (m_casterData == null) { Debug.LogError("技能子表 施法配置为空:" + skillId); return; } m_casterObject = player.GetVObject(); m_casterObject.StartRotate(m_curSkillCmd.m_dir.ToVector3()); Start(); }
public virtual void Start() { if (m_curSkillCmd.m_skillId == 0) { m_skillInfo = GetCaster().GetSkillByIndex(m_curSkillCmd.m_skillIndex).m_skillInfo; } else { // 组合技能 SkillCsv skillCsv = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); m_skillInfo = skillCsv.GetData(m_curSkillCmd.m_skillId); } // 同步施法者方向 GetCaster().SetDir(m_curSkillCmd.m_dir); // 注册最长生命周期 if (m_skillInfo.lifeTime != 0) { m_skillLifeEventHid = CFrameTimeMgr.Inst.RegisterEvent(m_skillInfo.lifeTime, () => { Destory(); }); } // 释放技能,前摇时不可再操作技能 // 至于能不能移动看技能配置 SetLogicEnable(false); if (m_skillInfo.launchTime == 0) { Launch(); } else { m_bLaunching = true; } }
public CSkillInfo(CCreature creature, int index, int skillId, int lv, bool subSkill = false, CSkillInfo mainSkill = null) { m_creature = creature; m_skillId = skillId; m_skillIndex = index; SkillCsv skill = CsvManager.Inst.GetCsv <SkillCsv>((int)eAllCSV.eAC_Skill); m_skillInfo = skill.GetData(skillId); m_skillLv = lv; int skillDataId = skill.GetSkillDataIdByLv(skillId, lv); SkillDataCsv dataCsv = CsvManager.Inst.GetCsv <SkillDataCsv>((int)eAllCSV.eAC_SkillData); m_skillDataInfo = dataCsv.GetData(skillDataId); if (m_skillDataInfo == null) { return; } if (GetCDType() == (int)eSkillCdType.Time) { m_curCdTime = m_skillDataInfo.cd; } // 技能附加击中BUFF for (int i = 0; i < m_skillDataInfo.atkBuffList.Length; i++) { if (m_skillDataInfo.atkBuffList[i] == 0) { continue; } BuffBase buff = SkillBase.AddBuff(m_creature, m_creature, m_skillDataInfo.atkBuffList[i], Vector2d.zero, Vector2d.zero, Vector2d.zero, index); if (buff != null) { buff.m_dieDestroy = false; m_buffList.Add(buff); } } // 技能附加受击BUFF for (int i = 0; i < m_skillDataInfo.hitBuffList.Length; i++) { if (m_skillDataInfo.hitBuffList[i] == 0) { continue; } BuffBase buff = SkillBase.AddBuff(m_creature, m_creature, m_skillDataInfo.hitBuffList[i], Vector2d.zero, Vector2d.zero, Vector2d.zero, index); if (buff != null) { buff.m_dieDestroy = false; m_buffList.Add(buff); } } #region 包含子技能的部分 m_mainSkill = mainSkill; if (subSkill) { return; } if (m_skillInfo.subSkill != null && m_skillInfo.subSkill.Length > 0 && m_skillInfo.subSkill[0] != 0) { m_bCondiSubSkill = true; m_nearCommon = new CSkillInfo[m_skillInfo.subSkill.Length]; for (int i = 0; i < m_skillInfo.subSkill.Length; i++) { int sSkillId = m_skillInfo.subSkill[i]; CSkillInfo info = new CSkillInfo(m_creature, index, sSkillId, 1, true, this); m_nearCommon[i] = info; } } #endregion }