コード例 #1
0
    //public void ActivateSpirit(SpiritInstance spirit)
    //{
    //	PlayerController playerController = GetComponent<PlayerController>();
    //	if (playerController != null)
    //	{
    //		AbilitySetModel abilitySet = spirit.Model.abilitySet;
    //		if (abilitySet != null)
    //		{
    //			//AutoAttackSetModel autoAttack = abilitySet.GetAutoAttackForClass(playerController.ClassId);
    //      //EffectModel autoAttackProc = abilitySet.GetAutoAttackProcsForClass(playerController.ClassId);

    //      //SetAutoAttack(autoAttack, autoAttackProc);
    //		}
    //		else
    //		{
    //			_attackSet = _characterModel.autoAttack;
    //		}
    //	}
    //}

    public void DeactivateSpirit()
    {
        PlayerController playerController = GetComponent <PlayerController>();

        if (playerController != null)
        {
            _attackSet = _characterModel.autoAttack;

            SendEffectEvent(eEffectEvent.AutoAttackChanged);
        }
    }
コード例 #2
0
    public void SetAutoAttack(AutoAttackSetModel attackSet)    //, EffectModel autoAttackProc = null)
    {
        _attackSet  = attackSet;
        _combatType = _attackSet.IsRanged ? eCombatType.Ranged : eCombatType.Melee;

        if (_characterModel.isPlayer)
        {
            _attackSet.Preload();
        }

        SendEffectEvent(eEffectEvent.AutoAttackChanged);
        //if (autoAttackProc != null)
        //{
        //	autoAttackProc.Preload();
        //	EffectContext newContext = EffectContext.Create();
        //	newContext.Initialize(gameObject, gameObject, this);
        //	autoAttackProc.CreateAndCast(gameObject, gameObject, newContext);
        //}

        if (AutoAttackChangedEvent != null)
        {
            AutoAttackChangedEvent();
        }
    }