/// <summary>
        /// 服务器蓄力索引结果
        /// </summary>
        /// <param name="obj"></param>
        public void OnAccumulationIndexResult(IComponentEvent obj)
        {
            AccumulationIndexResult result = obj as AccumulationIndexResult;

            if (result == null)
            {
                return;
            }

            if (result.skillId != SkillID)
            {
                return;
            }

            SkillData skillData = m_Context.GetObject <SkillData>();
            string    lpc       = string.Empty;

            if (skillData.ReleaseStageData.Value.IsDynamicLoopCount)
            {
                m_RunningData.ReleaseLoopCount = m_ISpacecraftSkillProperty.GetPerceptronTarget().GetCurrentTargetsCount();
                lpc = string.Format("动态loopcout = {0}", m_RunningData.ReleaseLoopCount);
            }

            Leyoutech.Utility.DebugUtility.Log("蓄力", " 蓄力结果  index = " + result.accumulationIndex + lpc);

            m_RunningData.ReleaseStageIndex = result.accumulationIndex;
            StageType = SkillStageType.Release;
        }
예제 #2
0
    /// <summary>
    /// 处理蓄力抬起
    /// </summary>
    private void DisposeAccumulationSkillEndResult(uint entityId, AccumulationSkillEndResult result)
    {
        if (result == null)
        {
            Leyoutech.Utility.DebugUtility.LogError("蓄力抬起", "服务器下行消息  --- >AccumulationSkillEndResult 为null ,服务器检查下 ");
            return;
        }

        BaseEntity entity = GameplayManager.Instance.GetEntityManager().GetEntityById <BaseEntity>(entityId);

        if (entity == null)
        {
            return;
        }

        if (result.Code)
        {
            //成功
            AccumulationIndexResult accResult = new AccumulationIndexResult();
            accResult.skillId           = (int)result.SkillId;
            accResult.accumulationIndex = (int)result.GroupIndex;
            entity.SendEvent(ComponentEventName.AccumulationIndex, accResult);
        }
        else
        {
            //失败
            EndSkillResult endResult = new EndSkillResult();
            uint           skillid   = result.SkillId;
            endResult.skillId = (int)skillid;
            entity.SendEvent(ComponentEventName.ToEndSkill, endResult);
        }
    }
    /// <summary>
    /// 广播蓄力索引,目标列表等
    /// </summary>
    private void BroadCastSkillAccumulation(IComponentEvent entityEvent)
    {
        BroadCastSkill_Accumulation bctarges = entityEvent as BroadCastSkill_Accumulation;

        m_PerceptronTarget.SetBroadCastTargets(bctarges.targets, bctarges.direction, true);

        //成功
        AccumulationIndexResult accResult = new AccumulationIndexResult();

        accResult.skillId           = (int)bctarges.skillId;
        accResult.accumulationIndex = (int)bctarges.groupIndex;
        SendEvent(ComponentEventName.AccumulationIndex, accResult);
    }