コード例 #1
0
ファイル: SkillContion.cs プロジェクト: sjb8100/src
        public bool Conform(INPC en)
        {
            IClientGlobal cg        = SkillSystem.GetClientGlobal();
            IEntity       player    = cg.MainPlayer;
            ISkillPart    skillPart = (ISkillPart)player.GetPart(EntityPart.Skill);
            SkillDatabase db        = skillPart.GetCurSkillDataBase();

            if (db != null)
            {
                float dis = EntitySystem.EntityHelper.GetEntityDistance(player, en);
                if (dis <= db.dwAttackDis)
                {
                    return(true);
                }
            }
            return(false);
        }
コード例 #2
0
ファイル: SkillPrepareState.cs プロジェクト: sjb8100/src
        // 进入状态
        public override void Enter(object param)
        {
            IEntity target = skillPart.GetSkillTarget();

            // 只有主角会进入战斗状态
            if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART && EntitySystem.EntityHelper.IsMainPlayer(skillPart.GetMaster()))
            {
                PlayerSkillPart playerSkill = skillPart as PlayerSkillPart;
                if (playerSkill != null)
                {
                    playerSkill.SkillStartPlayTime = Time.realtimeSinceStartup;
                    playerSkill.SetFighting(true);
                }
            }
            SkillDatabase skilltable = skillPart.GetCurSkillDataBase();

            if (skilltable == null)
            {
                return;
            }
            // 朝向目标
            if (target != null)
            {
                if (skilltable.targetType != (int)SkillTargetType.TargetForwardPoint)
                {
                    skillPart.GetMaster().SendMessage(EntityMessage.EntityCommand_LookTarget, target.GetPos());
                }
            }

            database = skilltable;
            //准备时间结束 发送结束消息
            if (SkillSystem.GetClientGlobal().IsMainPlayer(skillPart.GetMaster()) && skilltable.dwReadTime > 0) // 非瞬发技能
            {                                                                                                   //读条技能
                Client.stUninterruptMagic evenparam = new Client.stUninterruptMagic();
                evenparam.time = database.dwReadTime;
                evenparam.type = GameCmd.UninterruptActionType.UninterruptActionType_SkillCJ;
                evenparam.uid  = skillPart.GetMaster().GetUID();
                EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSSTART, evenparam);
            }

            preparetime = 0;
        }
コード例 #3
0
    public void Execute(GameCmd.stNotifyUninterruptMagicUserCmd_S cmd)
    {
        if (cmd.actiontype == UninterruptActionType.UninterruptActionType_SkillCJ)
        {
            ISkillPart skillPart = SkillHelper.GetSkillPart(cmd.userid, EntityType.EntityType_Player);

            if (skillPart == null)
            {
                Engine.Utility.Log.Error("获取主角技能部件失败!");
                return;
            }
            Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSBREAK,
                                                                new stGuildBreak()
            {
                action = GameCmd.UninterruptActionType.UninterruptActionType_SkillCJ, uid = cmd.userid, skillid = skillPart.GetCurSkillDataBase().wdID
            });
            TimerAxis.Instance().KillTimer(m_uReadSliderTimerID, this);
            skillPart.OnInterruptSkill(cmd.userid, cmd.time, cmd.type, (uint)cmd.actiontype);
        }
        else if (cmd.actiontype == UninterruptActionType.UninterruptActionType_GOHOME)
        {
            long id = EntitySystem.EntityHelper.MakeUID(EntityType.EntityType_Player, cmd.userid);

            IEntitySystem pEntitySystem = ClientGlobal.Instance().GetEntitySystem();
            if (pEntitySystem != null)
            {
                IPlayer pPlayer = pEntitySystem.FindPlayer((uint)id);
                if (pPlayer != null)
                {
                    if (pPlayer.IsMainPlayer())
                    {
                        Client.stUninterruptMagic param = new Client.stUninterruptMagic();
                        param.time  = cmd.time;
                        param.type  = cmd.actiontype;
                        param.uid   = id;
                        param.npcId = cmd.npcid;
                        EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSSTART, param);
                    }
                    else
                    {
                    }
                }
            }
        }
        else
        {
            long id = EntitySystem.EntityHelper.MakeUID(EntityType.EntityType_Player, cmd.userid);

            Client.stUninterruptMagic param = new Client.stUninterruptMagic();
            param.time  = cmd.time;
            param.type  = cmd.actiontype;
            param.uid   = id;
            param.npcId = cmd.npcid;
            EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSSTART, param);
        }
    }
コード例 #4
0
    public void Execuete(GameCmd.stReturnObjectPosMagicUserCmd_S cmd)
    {
        //冲锋应该是goto  瞬移应该是enumMoveType_Immediate  此处待后台修改 前台先山寨一下
        if (cmd.byMoveType == stReturnObjectPosMagicUserCmd_S.enumMoveType.enumMoveType_GoTo || cmd.byMoveType == stReturnObjectPosMagicUserCmd_S.enumMoveType.enumMoveType_Immediate)
        {
            IEntitySystem es = ClientGlobal.Instance().GetEntitySystem();
            if (es == null)
            {
                Engine.Utility.Log.Error("GetEntitySystem failed!");
                return;
            }

            stEntryPosition userPos = cmd.userpos;
            if (userPos != null)
            {
                IEntity player = es.FindEntity <IPlayer>(userPos.dwTempID);
                if (player != null)
                {
                    //MapVector2 mapPos = MapVector2.FromCoordinate(userPos.x, userPos.y);
                    Vector3    pos       = new Vector3(userPos.cur_pos.x * 0.01f, 0, -userPos.cur_pos.y * 0.01f); // 服务器到客户端坐标转换
                    ISkillPart skillPart = SkillHelper.GetSkillPart(userPos.dwTempID, EntityType.EntityType_Player);

                    if (skillPart != null)
                    {
                        if (skillPart.IsFastMove())
                        {
                            Move move = new Move();
                            move.m_target      = pos;
                            move.m_ignoreStand = true;
                            player.SendMessage(EntityMessage.EntityCommand_MoveTo, (object)move);
                        }
                        else
                        {
                            //不是在释放快速移动技能 立刻设置位置 否则延迟设置

                            player.SendMessage(EntityMessage.EntityCommand_SetPos, (object)pos);
                            //Vector3 rot = GameUtil.S2CDirection(userPos.byDir);
                            //player.SendMessage(EntityMessage.EntityCommand_SetRotate, (object)rot);
                        }
                        IEntity skillTarget = skillPart.GetSkillTarget();
                        if (skillTarget != null && skillTarget.GetUID() != player.GetUID())
                        {
                            SkillDatabase db = skillPart.GetCurSkillDataBase();
                            if (db != null)
                            {
                                if (db.targetType == (int)SkillTargetType.TargetForwardPoint)
                                {
                                    return;
                                }
                            }
                            player.SendMessage(EntityMessage.EntityCommand_LookTarget, skillTarget.GetPos());
                        }
                    }
                }
            }

            if (cmd.npcpos != null)
            {
                INPC npc = es.FindEntity <INPC>(cmd.npcpos.dwTempID);
                if (npc != null)
                {
                    //MapVector2 mapPos = MapVector2.FromCoordinate(cmd.npcpos.x, cmd.npcpos.y);
                    Vector3    pos       = new Vector3(cmd.npcpos.cur_pos.x * 0.01f, 0, -cmd.npcpos.cur_pos.y * 0.01f); // 服务器到客户端坐标转换
                    ISkillPart skillPart = SkillHelper.GetSkillPart(cmd.npcpos.dwTempID, EntityType.EntityType_NPC);

                    if (skillPart != null)
                    {  //不是在释放快速移动技能 立刻设置位置 否则延迟设置
                        npc.SendMessage(EntityMessage.EntityCommand_StopMove, (object)pos);
                    }
                }
            }

            EventEngine.Instance().DispatchEvent((int)GameEventID.CAMERA_MOVE_END);
        }
    }
コード例 #5
0
ファイル: SkillContion.cs プロジェクト: sjb8100/src
        /*
         * 技能范围 对园和扇形是半径 对于矩形是长
         * 技能范围参数 对园和扇形是角度 对于矩形是宽
         */
        /// <summary>
        ///
        /// </summary>
        /// <param name="en">技能目标</param>
        /// <returns></returns>
        public bool Conform(IPlayer en)
        {
            if (en == null)
            {
                Log.LogGroup("ZDY", " confirm player is null");
                return(false);
            }
            IClientGlobal cg        = SkillSystem.GetClientGlobal();
            IEntity       player    = cg.MainPlayer;
            ISkillPart    skillPart = (ISkillPart)player.GetPart(EntityPart.Skill);
            SkillDatabase db        = skillPart.GetCurSkillDataBase();

            Vector3 mytempPos     = player.GetPos();
            Vector3 targettempPos = en.GetPos();
            Vector2 mypos         = new Vector2(mytempPos.x, mytempPos.z);
            Vector2 targetpos     = new Vector2(targettempPos.x, targettempPos.z);
            float   dis           = EntitySystem.EntityHelper.GetEntityDistance(player, en);

            if (db != null)
            {
                if (db.areaType == 0)
                {
                    //点
                }
                else if (db.areaType == 1)
                {
                    //矩形
                    Log.Error("not implementations ");
                    return(false);
                }
                else if (db.areaType == 2)
                {
                    Transform trans = player.GetTransForm();
                    if (trans == null)
                    {
                        return(false);
                    }
                    //扇形
                    Vector2 myDir   = new Vector2(trans.forward.x, trans.forward.z);
                    Vector2 dir     = targetpos - mypos;
                    float   angle   = Vector2.Angle(myDir.normalized, dir.normalized);
                    float   dbAngle = db.skillAreaParam / 2;
                    if (dbAngle > angle)
                    {
                        if (dis < db.skillArea)
                        {
                            return(true);
                        }
                    }
                    return(false);
                }
                else if (db.areaType == 3)
                {
                    //园

                    if (dis < db.skillArea)
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }