void OnAttack( AsIMessage _msg) { if( m_AttackSC != null && m_AttackSC.ready_ == false) OnHitExecution( _msg); m_AttackSC = _msg as Msg_OtherCharAttackNpc1; m_OtherUserEntity.HandleMessage( new Msg_CombatBegin()); if( m_AttackSC.ready_ == true) { // float attackSpeed = m_Entity.GetProperty<float>( eComponentProperty.ATTACK_SPEED); Msg_OtherCharAttackNpc_Ready ready = new Msg_OtherCharAttackNpc_Ready( m_AttackSC);//, attackSpeed); if( ready.CheckNonAnimation() == false) m_CurrentFsmState.MessageProcess( ready); } else { // AsTimerManager.Instance.SetTimer( 3, Timer_LateExecution); // int actionIdx = m_AttackSC.actionTableIdx_; // Tbl_Action_Record record = AsTableManager.Instance.GetTbl_Action_Record( actionIdx); // if( record.HitAnimation.hitInfo.HitType != eHitType.ProjectileTarget) // { OnHitExecution( _msg); // } } if( showReceiveAttackMsg == true) { Debug.Log( "AsOtherUserFsm::OnAttack: session id=" + m_AttackSC.sessionId_ + " charUniqKey_" + m_AttackSC.charUniqKey_ + " npc id=" + m_AttackSC.npcIdx_ + " target pos=" + m_AttackSC.targeting_ + " direction=" + m_AttackSC.direction_ + " skill table idx=" + m_AttackSC.skillTableIdx_ + " skill level=" + m_AttackSC.skillLevel_ + " action table idx=" + m_AttackSC.actionTableIdx_ + " charge step=" + m_AttackSC.chargeStep_ + " casting=" + m_AttackSC.casting_ + " ready=" + m_AttackSC.ready_ + " cur hp=" + m_AttackSC.hpCur_ + " npc cnt=" + m_AttackSC.npcCnt_ + " char cnt=" + m_AttackSC.charCnt_); } }
public Msg_OtherCharAttackNpc_Link( Msg_OtherCharAttackNpc_Ready _ready) { m_MessageType = eMessageType.OTHER_CHAR_ATTACK_LINKACTION; ready_ = _ready; }
void OnStance( AsIMessage _msg) { Msg_OtherCharSkillStance stance = _msg as Msg_OtherCharSkillStance; m_StanceInfo = new StanceInfo( stance); m_OtherUserEntity.SetStance( m_StanceInfo); // Tbl_Skill_Record skill = AsTableManager.Instance.GetTbl_Skill_Record( stance.stanceSkill_); // eGENDER gender = m_Entity.GetProperty<eGENDER>(eComponentProperty.GENDER); Msg_OtherCharAttackNpc1 attack = new Msg_OtherCharAttackNpc1( stance); Msg_OtherCharAttackNpc_Ready ready = new Msg_OtherCharAttackNpc_Ready( attack); m_CurrentFsmState.MessageProcess( ready); m_OtherUserEntity.HandleMessage( new Msg_CombatBegin()); m_ElementProcessor.PotencyProcess( stance); }
public Msg_OtherCharAttackNpc_Hit( Msg_OtherCharAttackNpc_Ready _ready) { m_MessageType = eMessageType.OTHER_CHAR_ATTACK_HIT; ready_ = _ready; }