public void Init(SkillSlotType InSlot, VInt3 InVec, bool bSpecial) { this.SlotType = InSlot; this.UseVector = InVec; this.AppointType = SkillRangeAppointType.Directional; this.bSpecialUse = bSpecial; }
public Skill(int id) { this.SkillID = id; this.skillAbort = new SkillAbort(); this.skillAbort.InitAbort(false); this.bDelayAbortSkill = false; this.bProtectAbortSkill = false; this.cfgData = GameDataMgr.skillDatabin.GetDataByKey((long)id); if (this.cfgData != null) { this.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szPrefab); DebugHelper.Assert(this.ActionName != null, "Action name is null in skill databin id = {0}", new object[] { id }); this.GuidePrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szGuidePrefab); this.GuideWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szGuideWarnPrefab); this.EffectPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectPrefab); this.EffectWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szEffectWarnPrefab); this.FixedPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedPrefab); this.FixedWarnPrefabName = StringHelper.UTF8BytesToString(ref this.cfgData.szFixedWarnPrefab); this.IconName = StringHelper.UTF8BytesToString(ref this.cfgData.szIconPath); this.SkillCD = 5f; this.AppointType = (SkillRangeAppointType)this.cfgData.bRangeAppointType; this.bAgeImmeExcute = (this.cfgData.bAgeImmeExcute == 1); } this.battleParam = GameDataMgr.battleParam.GetAnyData(); }
public void Init(SkillSlotType InSlot, VInt3 InVec) { this.SlotType = InSlot; this.UseVector = InVec; this.AppointType = SkillRangeAppointType.Pos; this.bSpecialUse = false; }
public void Init(SkillSlotType InSlot, VInt3 InVec, bool bSpecial, uint iTagertId) { this.SlotType = InSlot; this.UseVector = InVec; this.AppointType = SkillRangeAppointType.Directional; this.bSpecialUse = bSpecial; this.TargetID = iTagertId; }
public void Init(SkillSlotType InSlot, uint ObjID) { this.SlotType = InSlot; this.TargetID = ObjID; this.TargetActor = Singleton <GameObjMgr> .GetInstance().GetActor(this.TargetID); this.UseVector = (this.TargetActor == 0) ? VInt3.zero : this.TargetActor.handle.location; this.AppointType = SkillRangeAppointType.Target; this.bSpecialUse = false; }
public void Reset() { this.SlotType = SkillSlotType.SLOT_SKILL_0; this.AppointType = SkillRangeAppointType.Auto; this.TargetID = 0; this.UseVector = VInt3.zero; this.bSpecialUse = false; this.TargetActor.Release(); this.Originator.Release(); this.Instigator = null; }
public void Reset() { this.SlotType = SkillSlotType.SLOT_SKILL_0; this.AppointType = SkillRangeAppointType.Auto; this.TargetID = 0u; this.UseVector = VInt3.zero; this.bSpecialUse = false; this.bExposing = false; this.TargetActor.Release(); this.Originator.Release(); this.Instigator = null; this.skillUseFrom = SKILL_USE_FROM_TYPE.SKILL_USE_FROM_TYPE_SKILL; this.uiFromId = 0u; this.MarkCount = 0; }
public override void Process(Action _action, Track _track) { PoolObjHandle <ActorRoot> actorHandle = _action.GetActorHandle(this.targetId); if (!actorHandle) { if (ActionManager.Instance.isPrintLog) { } return; } SkillComponent skillControl = actorHandle.get_handle().SkillControl; if (skillControl == null) { if (ActionManager.Instance.isPrintLog) { } return; } SkillUseContext refParamObject = _action.refParams.GetRefParamObject <SkillUseContext>("SkillContext"); if (refParamObject != null) { refParamObject.BulletPos = refParamObject.UseVector; SkillRangeAppointType appointType = refParamObject.AppointType; if (this.bSpawnBounceBullet) { appointType = refParamObject.AppointType; refParamObject.AppointType = 1; } if (!refParamObject.bSpecialUse) { if (this.ActionName != string.Empty) { skillControl.SpawnBullet(refParamObject, this.ActionName, this.bDeadRemove, this.bAgeImmeExcute, this.bulletTypeId, this.bulletUpperLimit); } } else if (this.SpecialActionName != string.Empty) { skillControl.SpawnBullet(refParamObject, this.SpecialActionName, this.bDeadRemove, this.bAgeImmeExcute, this.bulletTypeId, this.bulletUpperLimit); } refParamObject.AppointType = appointType; } }
public void Init(SkillSlotType InSlot) { this.SlotType = InSlot; this.bSpecialUse = false; this.AppointType = SkillRangeAppointType.Target; }
public void Init(SkillSlotType InSlot) { this.SlotType = InSlot; this.bSpecialUse = false; this.AppointType = 1; }