public HurtItemBase createItem(EHurtType type) { HurtItemBase ret = null; if (EHurtType.eCommon == type) { ret = new ComHurtItem(type); ret.delayTime = AttackItemBase.ComAttMoveTime; } else if (EHurtType.eSkill == type) { ret = new SkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EHurtType.eDie == type) { ret = new DieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return(ret); }
protected int m_hurtEffectId; // 攻击受伤 Id public ComHurtItem(EHurtType hurtType) : base(hurtType) { }
public HurtItemBase createItem(EHurtType type) { HurtItemBase ret = null; if(EHurtType.eCommon == type) { ret = new ComHurtItem(type); ret.delayTime = AttackItemBase.ComAttMoveTime; } else if (EHurtType.eSkill == type) { ret = new SkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EHurtType.eDie == type) { ret = new DieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return ret; }
public SkillHurtItem(EHurtType hurtType) : base(hurtType) { }
protected int m_dieEffectId; // 死亡特效 Id public DieItem(EHurtType hurtType) : base(hurtType) { }
protected EventDispatch m_hurtExecEndDisp; // Hurt Item 执行结束事件分发 public HurtItemBase(EHurtType hurtType) { m_hurtType = hurtType; m_execState = EHurtExecState.eNone; m_hurtExecEndDisp = new AddOnceAndCallOnceEventDispatch(); }