//快键到技能类型转换 SkillTypeEnum GetSkillType(int ie) { SetSkillState(ie); SkillTypeEnum type = SkillTypeEnum.SKILL_NULL; switch ((ShortCutBarBtn)ie) { case ShortCutBarBtn.BTN_SKILL_1: type = SkillTypeEnum.SKILL_TYPE1; break; case ShortCutBarBtn.BTN_SKILL_2: type = SkillTypeEnum.SKILL_TYPE2; break; case ShortCutBarBtn.BTN_SKILL_3: type = SkillTypeEnum.SKILL_TYPE3; break; case ShortCutBarBtn.BTN_SKILL_4: type = SkillTypeEnum.SKILL_TYPE4; break; case ShortCutBarBtn.BTN_SKILL_5: type = SkillTypeEnum.SKILL_TYPEABSORB1; break; case ShortCutBarBtn.BTN_SKILL_6: type = SkillTypeEnum.SKILL_TYPEABSORB2; break; } return(type); }
public void OnReleaseSkill2() { Player target = PlayersManager.Instance.targetPlayer; if (!target) { return; } SkillTypeEnum type = GetSkillType((int)ShortCutBarBtnEnum.BTN_SKILL_2); if (type == SkillTypeEnum.SKILL_NULL) { return; } int skillID = 0; PlayersManager.Instance.LocalPlayer.skillDic.TryGetValue(type, out skillID); if (skillID == 0) { return; } HolyGameLogic.Instance.EmsgToss_AskUseSkill((uint)skillID); }
public void OnReleaseSkill2() { Player player = PlayersManager.Instance.LocalPlayer; if (!player) { return; } SkillTypeEnum type = GetSkillType((int)ShortCutBarBtnEnum.BTN_SKILL_2); if (type == SkillTypeEnum.SKILL_NULL) { return; } int skillID = 0; PlayersManager.Instance.LocalPlayer.skillDic.TryGetValue(type, out skillID); if (skillID == 0) { return; } HolyGameLogic.Instance.EmsgToss_AskUseSkill((uint)skillID); player.mSkill2Foreground.gameObject.SetActive(true); player.mHasSkill2used = true; }
//更具技能类型,换算出满足指定技能的准确id private void SetSkillUpdate(SkillTypeEnum skillType, int lv) { int baseId = 0; if (!BaseSkillIdDic.TryGetValue(skillType, out baseId)) { return; //技能id不存在 } SkillManagerConfig info = ConfigReader.GetSkillManagerCfg(baseId); if (baseId == 0 || info == null) { return;//不存在技能信息 } for (int i = baseId + SKILL_UPDATE_TOTAL_LEVEL - 1; i >= 0; i--) { SkillManagerConfig infoNew = ConfigReader.GetSkillManagerCfg(i); if (i == 0 || infoNew == null || infoNew.n32UpgradeLevel > lv) { continue; } SkillIdDic[skillType] = i; break; } }
//快键到技能类型转换 private ShortCutBarBtn GetBtnType(SkillTypeEnum type) { ShortCutBarBtn btnType = ShortCutBarBtn.BTN_END; switch (type) { case SkillTypeEnum.SKILL_TYPE1: btnType = ShortCutBarBtn.BTN_SKILL_1; break; case SkillTypeEnum.SKILL_TYPE2: btnType = ShortCutBarBtn.BTN_SKILL_2; break; case SkillTypeEnum.SKILL_TYPE3: btnType = ShortCutBarBtn.BTN_SKILL_3; break; case SkillTypeEnum.SKILL_TYPE4: btnType = ShortCutBarBtn.BTN_SKILL_4; break; case SkillTypeEnum.SKILL_TYPEABSORB1: btnType = ShortCutBarBtn.BTN_SKILL_5; break; case SkillTypeEnum.SKILL_TYPEABSORB2: btnType = ShortCutBarBtn.BTN_SKILL_6; break; } return(btnType); }
public void Init() { this.Name = GetName(); this.Id = GetId(); this.Cd = GetCd(); this.SkillType = GetSkillType(); this.Hp = GetHp(); this.Mp = GetMp(); }
private void addSkill(int value, SkillTypeEnum skillType) { if (value != 0) { var skill = Instantiate(skillFab, this.transform, true); skill.Value = value; skill.Type = skillType; } }
public void SetSkillDestribe(SkillTypeEnum skillType, ISelfPlayer player) { if (!player.SkillIdDic.ContainsKey(skillType) || !player.BaseSkillIdDic.ContainsKey(skillType)) { return; } int skillId = player.SkillIdDic[skillType]; SetSkillDestribe(skillId, (IPlayer)player); }
//得到换算后的技能id private int GetSkillId(SkillTypeEnum type) { int baseId = 0; if (SkillIdDic.TryGetValue(type, out baseId)) { return(baseId); } return(0); }
private SkillUsageModel(UserViewModel user, string name, SkillTypeEnum type, SkillCostTypeEnum costType, uint cost, string image, string message) { this.User = user; this.Name = name; this.Type = type; this.CostType = costType; this.Cost = cost; this.Image = image; this.Message = message; }
private void OnSkillCountDown(SkillTypeEnum type, float CDTime, float time) { if (time > 0) { StartSkillCountDown(GetBtnType(type), CDTime, time); } else { ResetSkillAsignedSkill(GetBtnType(type)); } }
public void ShowDescribleById(bool show, int skillId, IPlayer player) { if (show) { Show(); SetSkillDestribe(skillId, player); } else { Hide(); currentSkill = SkillTypeEnum.SKILL_NULL; } }
public PAPISkill(string _name, SkillEnum _skillEnum, SkillTypeEnum _skillTypeEnum, Value _value, CharacteristicEnum _characteristicEnum, List <GenreEnum> _availableGenres, bool _isCareer) { this._skillEnum = _skillEnum; this._name = (_name == null || _name == "" || _skillEnum != SkillEnum.CUSTOM) ? ("Skill_" + _skillEnum.ToString()) : _name; this._skillTypeEnum = _skillTypeEnum; this._value = (_value._value <MIN_VALUE || _value._value> MAX_VALUE)? this._value = new Value(0, null) : this._value = _value; this._characteristicEnum = this._characteristicEnum; this._availableGenres = (_availableGenres == null || _availableGenres.Count == 0) ? new List <GenreEnum>(PAPIApplication.GetAllGenres()) : _availableGenres; this._isCareer = _isCareer; WfLogger.Log(this, LogLevel.DETAILED, "Skill '" + this._name + "' was created"); }
//使用技能 private void SendSkill(int btn) { //if (PlayerManager.Instance.LocalPlayer.FSM.State == HolyTech.FSM.FsmState.FSM_STATE_DEAD) // return; //小谷 SkillTypeEnum type = GetSkillType(btn); if (type == SkillTypeEnum.SKILL_NULL) { return; } //准备释放技能 PlayerManager.Instance.LocalPlayer.SendPreparePlaySkill(type); }
/// <summary> /// 准备释放技能 /// </summary> /// <param name="skType">Sk type.</param> /// 技能类型 public void SendPreparePlaySkill(SkillTypeEnum skType) { int skillID = GetSkillIdBySkillType(skType); //沉默 小谷 // if (HolyTech.Skill.BuffManager.Instance.isSelfHaveBuffType(1017)) return; if (skillID == 0) { MsgInfoManager.Instance.ShowMsg((int)ErrorTypeEnum.AbsentSkillNULL); return; } HolyGameLogic.Instance.EmsgToss_AskUseSkill((uint)skillID); }
private void ShowDescribleByType(bool show, SkillTypeEnum skillType, IPlayer player) { if (show) { Show(); SetSkillDestribe(skillType, (ISelfPlayer)player); currentSkill = skillType; } else { Hide(); currentSkill = SkillTypeEnum.SKILL_NULL; } }
SkillTypeEnum GetSkillType(int ie) { SkillTypeEnum type = SkillTypeEnum.SKILL_NULL; switch ((ShortCutBarBtnEnum)ie) { case ShortCutBarBtnEnum.BTN_SKILL_1: type = SkillTypeEnum.SKILL_TYPE1; break; case ShortCutBarBtnEnum.BTN_SKILL_2: type = SkillTypeEnum.SKILL_TYPE2; break; } return(type); }
/// <summary> /// 初始化技能对象属性 /// </summary> public void Init(Role role) { this.role = role; this.animator = role.GetComponent <Animator>(); this.skill = role.GetComponent <SkillSystem>(); this.Name = GetName(); this.Id = GetId(); this.Cd = GetCd(); this.SkillType = GetSkillType(); this.Hp = GetHp(); this.Mp = GetMp(); this.attackLock = role.GetComponent <AttackLock>(); this.equipmentShow = role.GetComponent <EquipmentShow>(); this.TimeNodeList = new List <TimeNode>(); Effect_Init(); }
public override int GetSkillIdBySkillType(SkillTypeEnum type) { switch (type) { case SkillTypeEnum.SKILL_TYPE1: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType1); case SkillTypeEnum.SKILL_TYPE2: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType2); case SkillTypeEnum.SKILL_TYPE3: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType3); case SkillTypeEnum.SKILL_TYPE4: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType4); case SkillTypeEnum.SKILL_TYPE5: return(ConfigReader.GetHeroInfo(NpcGUIDType).HeroSkillType5); } return(-1); }
public virtual int GetSkillIdBySkillType(SkillTypeEnum type) { switch (type) { case SkillTypeEnum.SKILL_TYPE1: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType1); case SkillTypeEnum.SKILL_TYPE2: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType2); case SkillTypeEnum.SKILL_TYPE3: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType3); case SkillTypeEnum.SKILL_TYPE4: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType4); case SkillTypeEnum.SKILL_TYPE5: return(ConfigReader.GetNpcInfo(NpcGUIDType).NpcSkillType5); } return(-1); }
//当更改基础技能时,比如随从技能改变 private void SetBaseSkillType(SkillTypeEnum skillType, int skillId) { BaseSkillIdDic[skillType] = skillId; //暂时屏蔽随从技能升级 if (skillType == SkillTypeEnum.SKILL_TYPEABSORB1 || skillType == SkillTypeEnum.SKILL_TYPEABSORB2) { SkillIdDic[skillType] = skillId; return; } SkillManagerConfig info = ConfigReader.GetSkillManagerCfg(skillId); if (skillId != 0 && info != null) { SetSkillUpdate(skillType, Level); } else if (skillId == 0) { SkillIdDic[skillType] = skillId; } }
public override void OnSkillInfoChange(int skillID, float time, float maxTime, int slot) { SkillTypeEnum skillType = SkillTypeEnum.SKILL_NULL; if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPE1]) { skillType = SkillTypeEnum.SKILL_TYPE1; } else if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPE3]) { skillType = SkillTypeEnum.SKILL_TYPE3; } else if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPE2]) { skillType = SkillTypeEnum.SKILL_TYPE2; } else if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPE4]) { skillType = SkillTypeEnum.SKILL_TYPE4; } else if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPEABSORB1]) { skillType = SkillTypeEnum.SKILL_TYPEABSORB1; } else if (skillID == SkillIdDic[SkillTypeEnum.SKILL_TYPEABSORB2]) { skillType = SkillTypeEnum.SKILL_TYPEABSORB2; } else { return; } SetBaseSkillType(skillType, skillID); if (time > 0) { bPlaySkill = false; } EventCenter.Broadcast <SkillTypeEnum, float, float>((Int32)GameEventEnum.GameEvent_LocalPlayerSkillCD, skillType, maxTime, time); }
private void ShowBtnCanUseEffect(ShortCutBarBtn type) { if (PlayerManager.Instance == null || PlayerManager.Instance.LocalPlayer == null) { return; } if (PlayerManager.Instance.LocalPlayer.SkillIdDic == null || PlayerManager.Instance.LocalPlayer.SkillIdDic.Count == 0) { return; } ISelfPlayer player = PlayerManager.Instance.LocalPlayer; SkillTypeEnum skillType = GetSkillType((int)type); int skillId = PlayerManager.Instance.LocalPlayer.SkillIdDic[skillType]; SkillManagerConfig info = ConfigReader.GetSkillManagerCfg(skillId); if (info == null) { return; } GameObject sprite = mCanPressEffect[type]; bool isInCd = IsSkillInCd(type); if (info.mpUse > player.Mp || info.cpUse > player.Cp || info.hpUse > player.Hp || isInCd) { if (sprite.activeInHierarchy) { sprite.SetActive(false); } } else { if (!sprite.activeInHierarchy) { sprite.SetActive(true); } } }
public void UpdateDestribe(SkillTypeEnum skillType, ISelfPlayer player) { int skillId = player.SkillIdDic[skillType]; UpdateDestribe(skillId, (IPlayer)player); }
public override int GetSkillIdBySkillType(SkillTypeEnum type) { return(GetSkillId(type)); }