コード例 #1
0
    //该组件主要食用方法:通过RequestChangeControlStatus判断能否执行下一个状态,如果可以,通过RequestMove申请移动
    //请求执行下一个状态,switch-case分支列举了不同状态下,能够转换成哪些状态的规则(考虑表示成状态转移矩阵)
    //同时会改变can系列参数,控制在某种状态下能够接受哪些移动,不能接受哪些移动
    //Time参数表示该状态最多持续多长时间,如果时间到了则会转移成Normal状态
    //当status == 0时,表示单帧申请状态改变,现在只有申请持续施法会这样做
    public bool RequestChangeControlStatus(float statusTime, PlayerControlStatus status)
    {
        if (status == PlayerControlStatus.Crouch)
        {
            if (controlStatus == PlayerControlStatus.Normal ||
                controlStatus == PlayerControlStatus.Crouch)
            {
                isRequestCrouch = true;
                return(true);
            }
        }
        switch (controlStatus)
        {
        case PlayerControlStatus.Normal:
            if (isOnFloor || isInWater)
            {
                ChangeControlStatus(statusTime, status);
                return(true);
            }
            else
            {
                if (status == PlayerControlStatus.Crouch)
                {
                    return(false);
                }
                else
                {
                    ChangeControlStatus(statusTime, status);
                    return(true);
                }
            }

        //case PlayerControlStatus.InWater:
        //    if(status == PlayerControlStatus.Normal ||
        //       status == PlayerControlStatus.Crouch ||
        //       status == PlayerControlStatus.AbilityNeedControl ||
        //       status == PlayerControlStatus.AbilityWithMovement ||
        //       status == PlayerControlStatus.Stun ||
        //       status == PlayerControlStatus.Interrupt)
        //    {
        //        ChangeControlStatus(statusTime, status);
        //        return true;
        //    }
        //    return false;
        case PlayerControlStatus.Crouch:
            if (status == PlayerControlStatus.Normal ||
                status == PlayerControlStatus.Interrupt ||
                status == PlayerControlStatus.Stun ||
                status == PlayerControlStatus.Crouch)
            {
                ChangeControlStatus(statusTime, status);
                return(true);
            }
            return(false);

        case PlayerControlStatus.Casting:
            if (status == PlayerControlStatus.Normal ||
                status == PlayerControlStatus.Stun ||
                status == PlayerControlStatus.AbilityWithMovement ||
                status == PlayerControlStatus.AbilityNeedControl)
            {
                ChangeControlStatus(statusTime, status);
                return(true);
            }
            return(false);

        case PlayerControlStatus.AbilityNeedControl:
        case PlayerControlStatus.AbilityWithMovement:
            if (status == PlayerControlStatus.Normal ||
                status == PlayerControlStatus.Stun)
            {
                ChangeControlStatus(statusTime, status);
                return(true);
            }
            return(false);

        //暂时设定打断\眩晕状态下不允许被打断,眩晕状态下眩晕允许且时间刷新
        case PlayerControlStatus.Interrupt:
        case PlayerControlStatus.Stun:
            if (status == PlayerControlStatus.Normal ||
                status == PlayerControlStatus.Stun)
            {
                ChangeControlStatus(statusTime, status);
                return(true);
            }
            return(false);
        }

        return(false);
    }
コード例 #2
0
    //修改当前状态的私有方法;在修改当前状态的同时,把Can系列的状态为设置,保证在某些状态下屏蔽掉低优先级的请求
    //(比如在眩晕的时候请求释放技能);同时,将低优先级的计时器状态设置为false(is系列状态位),保证进行高优先级计时器是
    //低优先级计时器不在工作(比如0.5s眩晕状态会终止1s的技能释放状态,否则0.5s眩晕结束后,技能没有被打断,仍然处在技能移动状态下)
    private void ChangeControlStatus(float statusTime, PlayerControlStatus status)
    {
        //如果是需要计时的状态,则重置计时器
        if (status != PlayerControlStatus.Normal && status != PlayerControlStatus.Crouch)
        {
            isInAbnormalStatus     = true;
            controlStatusTotalTime = statusTime;
            controlStatusCurTime   = 0f;
        }
        //否则不需要重置计时器
        else
        {
            isInAbnormalStatus     = false;
            controlStatusTotalTime = 0f;
            controlStatusCurTime   = 0f;
        }

        controlStatus = status;
        //只有状态改变时才告诉动画机转换状态
        playerAnim.SetStatus(controlStatus);

        switch (status)
        {
        case PlayerControlStatus.Normal:
            canPassiveTransport   = true;
            canActiveTransport    = true;
            canAbilityMovement    = true;
            canPassiveMovement    = true;
            canControllorMovement = true;

            isAbilityMovement = false;
            isPassiveMovement = false;

            isInAbnormalStatus = false;
            break;

        case PlayerControlStatus.Crouch:
            canPassiveMovement    = true;
            canActiveTransport    = false;
            canAbilityMovement    = false;
            canPassiveMovement    = true;
            canControllorMovement = true;

            isAbilityMovement = false;
            isPassiveMovement = false;

            isInAbnormalStatus = false;

            break;

        case PlayerControlStatus.Casting:
            canPassiveMovement    = true;
            canActiveTransport    = true;
            canAbilityMovement    = true;
            canPassiveMovement    = true;
            canControllorMovement = true;

            isPassiveMovement    = false;
            isControllorMovement = false;

            isInAbnormalStatus = true;
            break;

        case PlayerControlStatus.AbilityWithMovement:
            canPassiveMovement    = true;
            canActiveTransport    = true;
            canAbilityMovement    = true;
            canPassiveMovement    = true;
            canControllorMovement = false;

            isPassiveMovement    = false;
            isControllorMovement = false;

            isInAbnormalStatus = true;
            break;

        case PlayerControlStatus.AbilityNeedControl:
            canPassiveMovement    = true;
            canActiveTransport    = true;
            canAbilityMovement    = true;
            canPassiveMovement    = true;
            canControllorMovement = true;

            isPassiveMovement = false;

            isInAbnormalStatus = true;
            break;

        case PlayerControlStatus.Interrupt:
        case PlayerControlStatus.Stun:
            canPassiveMovement    = true;
            canActiveTransport    = false;
            canAbilityMovement    = false;
            canPassiveMovement    = true;
            canControllorMovement = false;

            isAbilityMovement    = false;
            isPassiveMovement    = false;
            isControllorMovement = false;

            isInAbnormalStatus = true;
            break;
        }
    }