コード例 #1
0
ファイル: SkillAttackState.cs プロジェクト: sjb8100/src
        // 退出状态
        public override void Leave()
        {
            Engine.Utility.EventEngine.Instance().RemoveEventListener((int)Client.GameEventID.ENTITYSYSTEM_ENTITYSTOPMOVE, OnEvent);
            Engine.Utility.EventEngine.Instance().RemoveEventListener((int)Client.GameEventID.ENTITYSYSTEM_ENTITYBEGINMOVE, OnEvent);
            if (IsMainPlayer())
            {
                Engine.Utility.EventEngine.Instance().RemoveEventListener((int)Client.GameEventID.SKLL_LONGPRESS, OnEvent);
            }
            PlayerSkillPart playerSkill = skillPart as PlayerSkillPart;

            if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
            {
                SkillDatabase database = playerSkill.GetCurSkillDataBase();
                if (database == null)
                {
                    return;
                }
                if (database.dwUseMethod == (int)UseMethod.ContinueLock)
                {
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommand_SetVisible, true);
                }
            }
            // playerSkill.SkillStiffTime = 0;

            //if (SkillSystem.GetClientGlobal().IsMainPlayer(playerSkill.GetMaster()))
            //{
            //    Log.Trace("Leave ..." + this.GetType().Name);
            //}
            //Log.Trace("skill attack state leave");
        }
コード例 #2
0
ファイル: SkillOverState.cs プロジェクト: sjb8100/src
 public override void Update(float dt)
 {
     if (m_caster != null)
     {
         m_caster.Update(dt);
     }
     totalTime += dt;
     if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
     {
         PlayerSkillPart playerSkill = skillPart as PlayerSkillPart;
         if (playerSkill.AttackAnimState == null)
         {
             m_Statemachine.ChangeState((int)SkillState.None, null);
             return;
         }
         else if (playerSkill.AttackAnimState.time >= playerSkill.AttackAnimState.length)
         {
             //收招完了,结束战斗
             m_Statemachine.ChangeState((int)SkillState.None, null);
             return;
         }
         //else if(playerSkill.AttackAnimState.time == 0)
         //{
         //    m_Statemachine.ChangeState((int)SkillState.None, null);
         //    return;
         //}
     }
     if (totalTime > m_caster.GetAniTotalTime())
     {
         // Log.Error("over state name is " + m_caster.GetAniState().name);
         m_Statemachine.ChangeState((int)SkillState.None, null);
     }
 }
コード例 #3
0
    public void InitCastSkill(uint skill_id, ISkillPart skillPart, uint attackActionID)
    {
        if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
        {
            playerSkill = skillPart as PlayerSkillPart;
            SkillEffectProp skillEffectProp;
            if (playerSkill.SkillEffectDic.TryGetValue((int)skill_id, out skillEffectProp) == false)
            {
                skillEffectProp = playerSkill.RegisterSkill(skill_id);
                if (skillEffectProp == null)
                {
                    Log.LogGroup("ZDY", "没有注册技能配置 {0}", skill_id.ToString());
                }
                return;
            }

            playerSkill.NextSkillID     = 0;
            playerSkill.CurSkillID      = skill_id;
            playerSkill.AttackAnimState = null;
            playerSkill.SetFighting(true);

            SkillEffect skillEffect = CreateSkillEffect(skillEffectProp);
            Cast(skillEffect, skill_id);
        }
    }
コード例 #4
0
ファイル: SkillOverState.cs プロジェクト: sjb8100/src
        // 进入状态
        public override void Enter(object param)
        {
            totalTime = 0;
            skillPart = m_SkillPart;
            if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
            {
                PlayerSkillPart playerSkill = skillPart as PlayerSkillPart;
                if (playerSkill.AttackAnimState != null)
                {
                    //  playerSkill.PlaySkillAnim("Skill005", false);
                    //收招
                    string aniName = playerSkill.AttackAnimState.name + "_over";
                    if (playerSkill.Master.GetAnimationState(aniName) != null)
                    {
                        playerSkill.PlaySkillAnim(aniName, false);
                    }
                }
                else
                {
                    //Engine.Utility.Log.Trace("SkillOverState.Enter {0}技能收招动作为空!", playerSkill.GetMaster().GetName());
                }
                playerSkill.Master.SendMessage(EntityMessage.EntityCommond_IgnoreMoveAction, false);
                if (playerSkill.IsMainPlayer())
                {
                    stNextSkill       st = new stNextSkill();
                    IControllerSystem cs = playerSkill.GetCtrollerSys();
                    if (cs == null)
                    {
                        Log.Error("ExecuteCmd: ControllerSystem is null");
                        return;
                    }

                    if (cs.GetCombatRobot().Status == CombatRobotStatus.RUNNING)
                    {
                        if (playerSkill.IsCombo(playerSkill.CurSkillID))
                        {//挂机连击
                            st.curSkillID = playerSkill.CurSkillID;
                            SkillDoubleHitDataBase db = GameTableManager.Instance.GetTableItem <SkillDoubleHitDataBase>((uint)playerSkill.CurSkillID);
                            if (db != null)
                            {
                                st.nextSkillID = db.nextskillid;
                                if (db.nextskillid == db.beginskillid)
                                {//挂机第三招要收招
                                    st.nextSkillID = 0;
                                }
                                EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLSYSTEM_STIFFTIMEOVER, st);
                            }
                        }
                    }
                    else
                    {//非挂机时  插入其他技能
                        st.nextSkillID = 0;
                        EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLSYSTEM_STIFFTIMEOVER, st);
                    }
                }
            }
        }
コード例 #5
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 #6
0
        public SkillStateBase(Engine.Utility.StateMachine <ISkillPart> machine, ISkillPart skillpart)
        {
            m_Statemachine = machine;
            m_SkillPart    = skillpart;
            if (skillpart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
            {
                PlayerSkillPart skill = skillpart as PlayerSkillPart;

                m_isMainPlayer = SkillSystem.GetClientGlobal().IsMainPlayer(skill.GetMaster());
                m_caster       = skill.Caster;
            }
        }
コード例 #7
0
ファイル: SkillAttackState.cs プロジェクト: sjb8100/src
        // 进入状态
        public override void Enter(object param)
        {
            Engine.Utility.EventEngine.Instance().AddEventListener((int)Client.GameEventID.ENTITYSYSTEM_ENTITYSTOPMOVE, OnEvent);
            Engine.Utility.EventEngine.Instance().AddEventListener((int)Client.GameEventID.ENTITYSYSTEM_ENTITYBEGINMOVE, OnEvent);

            m_skillDoubleDb = null;
            m_fTotalTime    = 0;
            skillPart       = m_SkillPart;
            // m_skillDatabase = skillPart.GetCurSkillDataBase();

            if (skillPart.GetSkillPartType() == SkillPartType.SKILL_PLAYERPART)
            {
                PlayerSkillPart playerSkill = skillPart as PlayerSkillPart;
                //m_nDoubleHitSkillId = (uint)playerSkill.NextSkillID;
                if (playerSkill.IsMainPlayer())
                {
                    Log.LogGroup("ZDY", "mainpalyer enter skillattackstate================");
                }
                m_skillDatabase = GameTableManager.Instance.GetTableItem <SkillDatabase>(playerSkill.CurSkillID, 1);


                if (m_skillDatabase == null)
                {
                    m_Statemachine.ChangeState((int)SkillState.None, null);
                    return;
                }
                m_uDbJiangzhiTime          = m_skillDatabase.wdStiffTime;
                playerSkill.SkillStiffTime = 0;
                m_skillDoubleDb            = GameTableManager.Instance.GetTableItem <SkillDoubleHitDataBase>(playerSkill.CurSkillID);
                if (IsMainPlayer())
                {
                    Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLSYSTEM_USESKILL, playerSkill.CurSkillID);
                }

                if (m_skillDatabase.dwMoveType == (uint)SkillMoveType.FastMove)
                {
                    //处理位移技能
                    Move    move     = new Move();
                    Vector3 targePos = playerSkill.Master.GetPos();
                    if (playerSkill.GetSkillTarget() != null)
                    {
                        targePos = playerSkill.GetSkillTarget().GetPos();
                        Vector3 dir = targePos - playerSkill.Master.GetPos();
                        targePos      = targePos - dir.normalized * 1f;
                        move.m_target = targePos;
                        // Vector3 lookat = playerSkill.GetSkillTarget().GetNode().GetTransForm().forward;
                    }
                    else
                    {
                        m_Statemachine.ChangeState((int)SkillState.None, playerSkill);
                        Log.LogGroup("ZDY", "skilltarget is null");
                        return;
                    }

                    move.m_ignoreStand = true;
                    if (Engine.Utility.Log.MaxLogLevel >= Engine.Utility.LogLevel.LogLevel_Group)
                    {
                        Log.LogGroup("ZDY", "冲锋 目标位置 " + targePos);
                    }
                    AnimationState ani = playerSkill.AttackAnimState;
                    if (ani == null)
                    {
                        m_Statemachine.ChangeState((int)SkillState.None, playerSkill);
                        Log.LogGroup("ZDY", "ani is null");
                        return;
                    }
                    move.strRunAct = ani.name;
                    int   curSpeed  = playerSkill.Master.GetProp((int)WorldObjProp.MoveSpeed);
                    uint  flySpeed  = m_skillDatabase.flyspeed;
                    float speedFact = 1;
                    if (flySpeed != 0)
                    {
                        speedFact = flySpeed * 1.0f / curSpeed;
                    }
                    Log.LogGroup("ZDY", "冲锋倍数 " + speedFact);
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommond_IgnoreMoveAction, true);
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommand_ChangeMoveSpeedFact, (object)speedFact);

                    float dis = Vector3.Distance(targePos, playerSkill.Master.GetPos());
                    if (dis > 1)
                    {
                        Log.LogGroup("ZDY", " send moveto ");
                        playerSkill.Master.SendMessage(EntityMessage.EntityCommand_MoveTo, (object)move);
                    }

                    playerSkill.gotoPos = targePos;
                }
                else
                {
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommand_ChangeMoveSpeedFact, (object)1f);
                }
                if (m_skillDatabase.useSkillType == (int)UseSkillType.GuideNoSlider)
                {
                    if (m_skillDatabase.dwMoveType == (int)SkillMoveType.SkillOverMove)
                    {
                        playerSkill.Master.SendMessage(EntityMessage.EntityCommand_SetVisible, false);
                    }
                    if (m_skillDatabase.wdStiffTime == 0)
                    {//狂扫八方的技能
                        playerSkill.Master.SendMessage(EntityMessage.EntityCommond_IgnoreMoveAction, true);
                    }
                }
                else if (m_skillDatabase.useSkillType == (int)UseSkillType.GuideSlider)
                {
                    if (playerSkill.IsMainPlayer())
                    {
                        Client.stUninterruptMagic evenparam = new Client.stUninterruptMagic();
                        evenparam.time = m_skillDatabase.dwGuideTime;
                        evenparam.type = GameCmd.UninterruptActionType.UninterruptActionType_SkillCJ;
                        evenparam.uid  = SkillSystem.GetClientGlobal().MainPlayer.GetUID();
                        EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLGUIDE_PROGRESSSTART, evenparam);
                    }
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommond_IgnoreMoveAction, true);
                }
                //
                if (m_skillDatabase.dwUseMethod == (int)UseMethod.ContinueLock)
                {
                    playerSkill.Master.SendMessage(EntityMessage.EntityCommand_SetVisible, false);
                }


                INPC npc = playerSkill.Master as INPC;
                if (npc != null)
                {
                    int masterID = npc.GetProp((int)NPCProp.Masterid);
                    if (masterID == PlayerSkillPart.m_ClientGlobal.MainPlayer.GetID())
                    {
                        /*     Engine.Utility.EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLCD_BEGIN, playerSkill.CurSkillID);*/
                    }
                }
            }
        }