コード例 #1
0
        static int _m_React(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);


            try {
                {
                    uint     fsmEvent = LuaAPI.xlua_touint(L, 2);
                    object[] param    = translator.GetParams <object>(L, 3);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.React(fsmEvent, param);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
コード例 #2
0
        //-----------------------------------------------
        //  受击类型触发事件
        //-----------------------------------------------
        /// <summary>
        /// 根据伤害信息来切换受击状态
        /// </summary>
        public void BeattackState(Damage dam)
        {
            // 只有的Idle或受击状态下才能切换受击状态(受击状态的优先级最低) @rr 2016.10.9
            // 在交互过程中要判断是否能被受击打断
            if (!IsIdle() && !IsBeattacking && (!IsInInteraction || !mOwner.CanBeInterruptedWhenInInteractionAndBeAttacked))
            {
                return;
            }

            // 晕眩等情况下不受击
            if (mOwner.HasBattleState(BattleStatusType.BATTLE_STATUS_TYPE_SBeattackMotionDisable))
            {
                return;
            }

            InitFalseHitBack(dam);

            Vector3 dir = Vector3.zero;

            switch (dam.BeattackState)
            {
            case Damage.EBeattackState.BS_BendBack:
            {
                MoveSpeed = 0;
                Stop();
                BeattackBendback();
                if (!mOwner.IsFreezeState)
                {
                    mOwner.UnFreeze();
                }
                mMachine.React((uint)ActorMachine.EFSMEvent.DE_BeAtkBackward);
            } break;

            default:
                mMachine.React((uint)ActorMachine.EFSMEvent.DS_BeAtkNormal);
                break;
            }
        }