public void UpdateLate() { if (null == _addSkillCommand || _addSkillCommand.Count == 0) { return; } while (_addSkillCommand.Count > 0) { SkillCommand command = _addSkillCommand[0]; _addSkillCommand.RemoveAt(0); if (null != command) { ICharaBattle battleInfo = ZTBattleSceneManager.GetInstance().GetCharaById(command.BattleId) as ICharaBattle; if (null == battleInfo) { return; } if (!_skillParserDic.ContainsKey(command.BattleId)) { _skillParserDic.Add(command.BattleId, new List <SkillActionParser>()); } SkillActionParser skillParser = new SkillActionParser(battleInfo, command); _skillParserDic[battleInfo.BattleId].Add(skillParser); } } }
public SAPlayerControl(bool isCtrl, bool isSkillDir, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { IsControl = isCtrl; IsSkillDir = isSkillDir; ActionType = SkillDefine.SkillActionType.PLAY_CONTROL; }
public SAPlayerMove(MoveInfo moveInfo, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { _moveInfo = moveInfo; ActionType = SkillDefine.SkillActionType.PLAY_ANIM; _frameMax = _actFrame + _moveInfo.FrameCount; _moveCount = 0; }
/// <summary> /// 行为基类 构造函数 /// </summary> /// <param name="player">技能使用对象</param> /// <param name="actionId">行为编号</param> /// <param name="actionType">行为类型</param> public SkillActionBase(SkillActionParser actionParser, uint actFrame = 0) { _actionParser = actionParser; _skillPlayer = _actionParser.SkillPlayer; ActionType = SkillDefine.SkillActionType.NONE; _curFrame = actFrame; _actFrame = actFrame; _frameMax = actFrame; }
public SACollider(CollBase collider, ColliderInfo collidInfo, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { _collider = collider; _colliderInfo = collidInfo; _effectCounter = new EffectCounter(); _colliderCount = 0; ColliderDestroy = false; ActionType = SkillDefine.SkillActionType.COLLIDER; _frameMax = _actFrame + collidInfo.LifeTime; CheckTargetList(); }
public SAFightEffect(List <FightEffectInfo> list, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { Debug.LogError("自己对自己使用效果(废弃不用 通过碰撞来触发)"); EffectList = list; }
public SAEffect(EffectInfo info, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { EffectData = info; }
public SAColliderMove(MoveInfo moveInfo, CollBase collider, ColliderInfo collidInfo, SkillActionParser actionParser, uint actFrame) : base(collider, collidInfo, actionParser, actFrame) { _moveInfo = moveInfo; _moveCount = 0; ActionType = SkillDefine.SkillActionType.COLLIDER_MOVE; }
public SAPlayAnim(string animName, SkillActionParser actionParser, uint actFrame) : base(actionParser, actFrame) { AnimName = animName; ActionType = SkillDefine.SkillActionType.PLAY_ANIM; }