public void ReadyUseSkill() { Skill readySkillObj = (this.NextSkillObj == null) ? this.SkillObj : this.NextSkillObj; if (((readySkillObj != null) && (readySkillObj.cfgData != null)) && (readySkillObj.cfgData.bWheelType != 1)) { OperateMode playerOperateMode = ActorHelper.GetPlayerOperateMode(ref this.Actor); if (!Singleton <GameInput> .GetInstance().IsSmartUse() && (playerOperateMode == OperateMode.DefaultMode)) { this.ReadyUseSkillDefaultAttackMode(readySkillObj); } else if (playerOperateMode == OperateMode.LockMode) { this.ReadyUseSkillLockAttackMode(readySkillObj); } } }
public void ReadyUseSkill(bool bForceSkillUseInDefaultPosition = false) { Skill skill = (this.NextSkillObj != null) ? this.NextSkillObj : this.SkillObj; if (skill == null || skill.cfgData == null || skill.cfgData.bWheelType == 1) { return; } OperateMode playerOperateMode = ActorHelper.GetPlayerOperateMode(ref this.Actor); if (!Singleton <GameInput> .GetInstance().IsSmartUse() && playerOperateMode == OperateMode.DefaultMode) { this.ReadyUseSkillDefaultAttackMode(skill, bForceSkillUseInDefaultPosition); } else if (playerOperateMode == OperateMode.LockMode) { this.ReadyUseSkillLockAttackMode(skill, bForceSkillUseInDefaultPosition); } }