//public Int32 OnNotifySkillModelBuf(GSToGC.BuffEffect pMsg) //{ // StartCoroutine(OnNetMsg_NotifySkillModelBufCoroutine(pMsg)); // return (Int32)EErrorCode.eNormal; //} //public IEnumerator OnNetMsg_NotifySkillModelBufCoroutine(GSToGC.BuffEffect pMsg) //{ // //解析消息 // yield return 1; // //创建特效 // UInt64 skillowner; // skillowner = pMsg.guid; // UInt64 skilltarget; // skilltarget = pMsg.targuid; // float rTime = pMsg.time / 1000.0f; // Ientity target = null; // EntityManager.AllEntitys.TryGetValue(skilltarget, out target); // if (0 == pMsg.state) // { // HolyTech.Skill.BuffManager.Instance.AddBuff(pMsg.uniqueid, pMsg.effectid, rTime, target); // Ientity entity = null; // EntityManager.AllEntitys.TryGetValue(skilltarget, out entity); // HolyTech.Effect.EffectManager.Instance.CreateBuffEffect(entity, pMsg.effectid, pMsg.uniqueid); //ToReview uniqueid是否就是instid // } // else if (1 == pMsg.state) // { // HolyTech.Skill.BuffManager.Instance.RemoveBuff(pMsg.uniqueid); // HolyTech.Effect.EffectManager.Instance.DestroyEffect(pMsg.uniqueid); // } //} /*==========================================================================*/ public int OnNotifyGameObjectReleaseSkillState(ReleasingSkillState pMsg) { Vector3 pos = this.ConvertPosToVector3(pMsg.pos); Vector3 dir = this.ConvertDirToVector3(pMsg.dir); dir.y = 0.0f; UInt64 targetID = pMsg.targuid; //目标id; UInt64 sGUID = pMsg.objguid; //主动方id Player target, entity; PlayersManager.Instance.PlayerDic.TryGetValue(targetID, out target); PlayersManager.Instance.PlayerDic.TryGetValue(sGUID, out entity); if (!target) { return((int)ErrorCodeEnum.Normal); } if (entity != null) { pos.y = entity.RealEntity.transform.position.y; //数据改变 位置 方向 技能id 目标 entity.EntityChangeDataOnPrepareSkill(pos, dir, pMsg.skillid, target); //释放技能 entity.OnEntityReleaseSkill(); } return((int)ErrorCodeEnum.Normal); }
void OnNotifyGameObjectReleaseSkillState(ReleasingSkillState pMsg) { Debug.Log("OnNotifyGameObjectReleaseSkillState"); }