public SkillInfo(int indexId, int skillId) { this.Id = indexId; this.skillId = skillId; this.triggerId = J_Skill.GetData(skillId)._triggerId; this.triggerGroupList = new List <TriggerGroup>(); this.eventDispatcher = new MiniEventDispatcher(); }
public CharacterInfo() { eventDispatcher = new MiniEventDispatcher(); position = new Vector3(0, 0, 0); rotation = Vector3.zero; attrList = new Dictionary <int, int>(); dirtySign = 0; }
private BattleFingerEvent() { eventDispatcher = new MiniEventDispatcher(); fingerStateMachine = new StateMachine(); fingerStart = new FingerStart(); selectBarrackAssemble = new SelectBarrackAssemble(); battleCastMagic = new BattleCastMagic(); }
public CharacterPrototype(int _charId, CharacterType _charType) { charId = _charId; charType = (int)_charType; attrList = new Dictionary <int, int>(); eventDispatcher = new MiniEventDispatcher(); if (charType == (int)CharacterType.Tower) { InitTowerAttr(charId); } else { InitCreatureAttr(charId); } }
void Start() { EventsMgr.GetInstance().Init(); Debug.Log("RabbitJump JumpHeight:"); attachEvents(); TriggerEvents(); MiniEventDispatcher ee = new MiniEventDispatcher(); ee.Register("ee", ff); ee.Register("ee", ff); ee.Remove("ee", ff); ee.Broadcast("ee", 32, "sfs", 76); //detachrEvents(); }
private EntityManager() { monsters = new Dictionary <int, MonsterInfo>(); soliders = new Dictionary <int, SoliderInfo>(); effects = new Dictionary <int, EffectInfo>(); bullets = new Dictionary <int, BulletInfo>(); towers = new Dictionary <int, TowerInfo>(); eventDispatcher = new MiniEventDispatcher(); monsterDelList = new List <int>(); soliderDelList = new List <int>(); effectDelList = new List <int>(); bulletDelList = new List <int>(); towerDelList = new List <int>(); monsterIndexId = 0; soliderIndexId = 0; effectIndexId = 0; bulletIndexId = 0; towerIndexId = 0; }
private EntityManager() { monsterPrototypes = new Dictionary <int, CharacterPrototype>(); soliderPrototypes = new Dictionary <int, CharacterPrototype>(); towerPrototypes = new Dictionary <int, CharacterPrototype>(); monsters = new Dictionary <int, MonsterInfo>(); soliders = new Dictionary <int, SoliderInfo>(); effects = new Dictionary <int, EffectInfo>(); towers = new Dictionary <int, TowerInfo>(); eventDispatcher = new MiniEventDispatcher(); monsterTempList = new Dictionary <int, MonsterInfo>(); soliderTempList = new Dictionary <int, SoliderInfo>(); effectTempList = new Dictionary <int, EffectInfo>(); towerTempList = new Dictionary <int, TowerInfo>(); monsterIndexId = 0; soliderIndexId = 0; effectIndexId = 0; bulletIndexId = 0; towerIndexId = 0; }
private UIEventSystem() { eventDispatcher = new MiniEventDispatcher(); }
private BattleFingerEvent() { eventDispatcher = new MiniEventDispatcher(); FingerGestures.OnFingerDown += OnFingerDown; }
public CharacterInfo() { eventDispatcher = new MiniEventDispatcher(); position = new Vector3(0, 0, 0); rotation = new Vector3(0, 0, 0); }