예제 #1
0
    /** 寻路移动到(主动) */
    public void moveTo(int unitMoveType, PosData pos, float dis)
    {
        if (!canMoveNow())
        {
            return;
        }

        if (dis < 0f)
        {
            return;
        }

        //位置纠正
        BaseGameUtils.makeTerrainPos(pos);

        //相同点
        if (_d.baseMoveState == UnitBaseMoveState.MoveToPos && _moveTargetPos.isEquals(pos))
        {
            return;
        }

        _isMoveToUnit = false;
        _moveTargetUnit.clear();
        toMoveToList(unitMoveType, pos, MathUtils.floatEquals(dis, 0f) ? 0f:dis *dis);
    }
예제 #2
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    /** 服务器移动点组 */
    public void onServerMovePosList(int type, SList <PosData> list, int moveTime)
    {
        PosData[] values = list.getValues();

        for (int i = 0, len = list.size(); i < len; ++i)
        {
            BaseGameUtils.makeTerrainPos(values[i]);
        }

        clearMoveList();

        _moveList.addAll(list);

        if (CommonSetting.needMoveLerp)
        {
            setServerMoveRatio(list.get(0), moveTime);
        }

        clearBaseMove();

        _d.baseMoveState         = UnitBaseMoveState.MoveToPos;
        _d.moveType              = type;
        _currentMoveIsInitiative = false;
        _moveListIndex           = 0;

        doMoveList();
    }
예제 #3
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 protected override void afterReadConfig()
 {
     if (hasPrefab)
     {
         resourceNameT = BaseGameUtils.getUIModelResourceID(name + "UILogic", false);
     }
 }
예제 #4
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    public override void init()
    {
        base.init();

        _camera = (_mainCameraTool = _scene.camera.mainCamera).camera;

        _resourceID = BaseGameUtils.getUIModelResourceID(getUIModelName());

        _gameObject = AssetPoolControl.getAssetAndIncrease(AssetPoolType.UnitHead, _resourceID);

        if (_model == null)
        {
            _model = toCreateModel();
        }

        if (_model != null)
        {
            _model.init(_gameObject);
        }

        (_transform = _gameObject.transform).SetParent(_scene.show.getUnitHeadRoot(), false);

        if (_model != null)
        {
            initModel();
        }

        initShow();

        refreshHeight();
    }
예제 #5
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    /** 计算自身攻击值 */
    public void calculateSelfAttackValue(UnitFightDataLogic attackerLogic)
    {
        isRecorded = true;

        AttackLevelConfig levelConfig = AttackLevelConfig.get(key, value);

        int aLen = levelConfig.varNumT;

        if (selfAttackValues == null || selfAttackValues.Length < aLen)
        {
            selfAttackValues = new int[aLen];
        }

        int i = 0;

        int[] values = selfAttackValues;

        foreach (SkillVarConfig v in levelConfig.varConfigT)
        {
            foreach (int[] v2 in v.args)
            {
                values[i++] = BaseGameUtils.calculateOneSkillVarValue(v2, attackerLogic, null);
            }
        }
    }
예제 #6
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    /// <summary>
    /// 读完所有表后处理
    /// </summary>
    public static void afterReadConfigAll()
    {
        firstLoadList      = new IntList();
        firstSceneLoadList = new IntList();

        _dic.forEachValue(v =>
        {
            int resourceID = LoadControl.getResourceIDByName(BaseGameUtils.getURLReplace(v.url));

            switch (v.type)
            {
            case MarkResourceType.FirstLoad:
                {
                    firstLoadList.add(resourceID);
                }
                break;

            case MarkResourceType.FirstSceneLoad:
                {
                    firstSceneLoadList.add(resourceID);
                }
                break;
            }
        });
    }
예제 #7
0
    //--行为--//

    /** 创建玩家群 */
    public void createRoleGroup(CreateRoleGroupData data)
    {
        if (isRoleGroupFull())
        {
            me.warnLog("创建玩家群时,已达到数目限制");
            return;
        }

        if (_config.createCostID > 0 && !me.bag.hasCost(_config.createCostID))
        {
            me.warnLog("创建玩家群时,cost不满足");
            return;
        }

        if (!me.role.checkRoleConditions(_config.createConditions, true))
        {
            me.warnLog("创建玩家群时,condition不满足");
            return;
        }

        if (_config.nameCharLimit > 0 && StringUtils.getCharMachineNum(data.name) > _config.nameCharLimit)
        {
            me.warnLog("创建玩家群时,名字过长");
            return;
        }

        if (_config.noticeCharLimit > 0 && StringUtils.getCharMachineNum(data.notice) > _config.noticeCharLimit)
        {
            me.warnLog("创建玩家群时,公告过长");
            return;
        }

        //敏感字
        if (BaseGameUtils.hasSensitiveWord(data.name))
        {
            Ctrl.warnLog("创建玩家群时,名字敏感");
            GameC.info.showInfoCode(InfoCodeType.CreateRoleGroupFailed_nameIsSensitive);
            return;
        }

        //敏感字
        if (BaseGameUtils.hasSensitiveWord(data.notice))
        {
            Ctrl.warnLog("创建玩家群时,公告敏感");
            GameC.info.showInfoCode(InfoCodeType.CreateRoleGroupFailed_noticeIsSensitive);
            return;
        }

        if (!canCreateRoleGroupEx())
        {
            me.warnLog("创建玩家群时,ex不满足");
            return;
        }

        //发送
        me.send(FuncCreateRoleGroupRequest.create(_funcID, data));
    }
예제 #8
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    /** 服务器移动点 */
    public void onServerMovePos(int type, PosData pos, int moveTime)
    {
        BaseGameUtils.makeTerrainPos(pos);
        clearMoveList();

        if (CommonSetting.needMoveLerp)
        {
            setServerMoveRatio(pos, moveTime);
        }

        baseMoveToPos(type, pos, false);
    }
예제 #9
0
    /// <summary>
    /// 发送聊天
    /// </summary>
    public void chat(ChatData data, int channel, long key)
    {
        ChatChannelConfig config = ChatChannelConfig.get(channel);

        //条件不满足
        if (!me.role.checkRoleConditions(config.useConditions, true))
        {
            me.warnLog("聊天条件不满足", channel);
            return;
        }

        ChatChannelData cData = getChatChannelData(channel, key);

        long now = me.getTimeMillis();

        if (config.cd > 0 && (cData.lastChatTime + config.cd > now))
        {
            me.warnLog("聊天cd中", channel);
            return;
        }

        if (config.costID > 0 && !me.bag.hasCost(config.costID))
        {
            me.warnLog("聊天cost不足", channel);
            return;
        }

        //文字
        if (data.type == ChatType.Text && BaseGameUtils.hasSensitiveWord(data.text))
        {
            me.warnLog("聊天有屏蔽字内容", data.text);
            return;
        }

        if (config.cd > 0)
        {
            cData.lastChatTime = now;
        }

        //需要自行添加的
        if (channel == ChatChannelType.Whisper)
        {
            RoleChatData rData = new RoleChatData();
            rData.chatData  = data;
            rData.showData  = me.role.createRoleSimpleShowData();
            rData.time      = me.getTimeMillis();
            rData.sendIndex = _chatReceiveIndex;          //当前序号
            onReceiveChat(rData, channel, key);
        }

        me.send(PlayerChatRequest.create(data, channel, key));
    }
예제 #10
0
    //--findPath--//

    /** 某点是否可用(地图范围内并且不是阻挡) */
    public bool isPosEnabled(int moveType, PosData pos)
    {
        PosData originPos = _originPos;
        PosData endPos    = _endPos;

        //超出地图边界
        if (pos.x < originPos.x || pos.z < originPos.z || pos.x > endPos.x || pos.z > endPos.z)
        {
            return(false);
        }

        return(BaseGameUtils.isPosEnabled(moveType, pos));
    }
예제 #11
0
    public override void findRayPos(int moveType, PosData re, PosData from, float direction, float length)
    {
        re.y = from.y;
        polar2D(re, length, direction);
        addPos2D(re, from);
        clampPos(re);


        BaseGameUtils.makeTerrainPos(re);
        if (NavMesh.Raycast(from.getVector(), re.getVector(), out NavMeshHit hit, BaseC.constlist.mapMoveType_getMask(moveType)))
        {
            //赋值为碰撞点
            re.setByVector(hit.position);
        }
    }
예제 #12
0
    /** 获取阻挡类型 */
    protected virtual int getBlockType(float x, float z)
    {
        Vector3 re = BaseGameUtils.getTerrainPos(new Vector3(x, 500, z));

        NavMeshHit hit;

        if (NavMesh.SamplePosition(re, out hit, _halfGridSize, NavMesh.AllAreas))
        {
            return(MapBlockType.Land);
        }

        //TODO:补充后续阻挡类型

        return(MapBlockType.Block);
    }
예제 #13
0
    public override int getSkillVarValueT(int varID, int adderID)
    {
        if (_unit == null)
        {
            UnitFightDataLogic self = null;

            if (adderID == -1)
            {
                self = this;
            }

            return(BaseGameUtils.calculateSkillVarValueFull(varID, self, this));
        }

        return(base.getSkillVarValueT(varID, adderID));
    }
예제 #14
0
    /** 服务器特殊移动 */
    public void onServerSpecialMove(PosDirData posDir, int id, int[] args, int lastTime, PosData baseMovePos)
    {
        if (_scene.driveType != SceneDriveType.ServerDriveDamage)
        {
            BaseGameUtils.makeTerrainPos(posDir.pos);
            BaseGameUtils.makeTerrainPos(baseMovePos);

            _unit.pos.setByPosDir(posDir);
        }

        clearBaseMove();

        _d.specialMoveLastTime = lastTime;
        _d.baseMovePos         = baseMovePos;

        //视为非新执行
        toSpecialMove(id, args, false, false);
    }
예제 #15
0
    /** 改公告 */
    public void changeNotice(String notice)
    {
        if (!RoleGroupTitleConfig.get(_selfData.title).canChangeNotice)
        {
            me.warnLog("修改群公告时,权限不够");
            return;
        }

        if (_config.noticeCharLimit > 0 && StringUtils.getCharMachineNum(notice) > _config.noticeCharLimit)
        {
            me.warnLog("修改群公告时,名字过长");
            return;
        }

        //敏感字
        if (BaseGameUtils.hasSensitiveWord(notice))
        {
            Ctrl.warnLog("修改群公告时,名字敏感");
            GameC.info.showInfoCode(InfoCodeType.CreateRoleGroupFailed_nameIsSensitive);
            return;
        }

        me.send(FuncChangeRoleGroupNoticeRequest.create(_funcID, groupID, notice));
    }
예제 #16
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    protected override void afterReadConfig()
    {
        resourceNameT = BaseGameUtils.getUIModelResourceID(name + "UI", true);

        modalColorT = Color.blue;
    }
예제 #17
0
    /** 刷新配置 */
    public virtual void refreshConfig()
    {
        TextEnum.readConfig();

        BaseGameUtils.initStrFilter(SensitiveWordConfig.getWordList(CommonSetting.languageType));
    }
예제 #18
0
    /** 执行攻击数据 */
    private void toExecuteAttack(AttackData data)
    {
        Unit from = _scene.getFightUnit(data.fromInstanceID);

        if (from == null)
        {
            return;
        }

        Unit attacker = from.fight.getAttackerUnit();

        if (attacker == null)
        {
            return;
        }

        int attackerInstanceID = attacker.instanceID;

        SkillTargetData   tData       = data.targetData;
        AttackConfig      config      = data.config;
        AttackLevelConfig levelConfig = data.levelConfig;

        //主目标
        Unit mTarget = _scene.getFightUnit(tData.targetInstanceID);

        SList <Unit> tempTargets = new SList <Unit>();

        //构造目标组
        toMakeTargets(tempTargets, from, attacker, mTarget, tData, config, levelConfig);

        Unit target;

        //TODO:攻击前动作组

        //如果跳过伤害阶段
        if (config.passDamage)
        {
            for (int i = 0, len = tempTargets.size(); i < len; ++i)
            {
                target = tempTargets[i];

                //不可被攻击
                if (target.fight.getStatusLogic().cantBeAttackTarget())
                {
                    continue;
                }

                //添加buff
                if (levelConfig.addBuffProbID > 0)
                {
                    if (attacker.fight.randomProb(levelConfig.addBuffProbID))
                    {
                        int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID;

                        foreach (DIntData v in levelConfig.addBuffs)
                        {
                            target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID);
                        }
                    }
                }

                //有子弹
                if (levelConfig.bullet.key > 0)
                {
                    from.fight.createAndExecuteBullet(levelConfig.bullet.key, levelConfig.bullet.value, tData);
                }
            }
        }
        else
        {
            doAttackMoment(AttackMomentType.AttackBeforeHit, @from, attacker, null, data, null);

            if (!tempTargets.isEmpty())
            {
                SList <Unit> tempKilledUnits = null;

                SList <DamageOneData> damageDataList = new SList <DamageOneData>();

                StatusDataLogic    attackerStatus    = attacker.fight.getStatusLogic();
                AttributeDataLogic attackerAttribute = attacker.fight.getAttributeLogic();
                BuffDataLogic      attackerBuffLogic = attacker.fight.getBuffLogic();
                StatusDataLogic    targetStatus;
                AttributeDataLogic targetAttribute;

                bool momentHitted = false;

                for (int i = 0, len = tempTargets.size(); i < len; ++i)
                {
                    target = tempTargets[i];

                    targetStatus    = target.fight.getStatusLogic();
                    targetAttribute = target.fight.getAttributeLogic();

                    //不可被攻击
                    if (targetStatus.cantBeAttackTarget())
                    {
                        continue;
                    }

                    //上次血量
                    int lastHp = targetAttribute.getHp();

                    DamageOneData damageOneData = new DamageOneData();
                    damageOneData.instanceID = target.instanceID;

                    damageDataList.add(damageOneData);

                    SList <DIntData> damageList = new SList <DIntData>();
                    damageOneData.damages = damageList;

                    damageOneData.isHit = toCountIsHit(data, attacker, target);

                    doAttackMoment(AttackMomentType.BeAttackBeforeHit, target, target, attacker, data, damageOneData);

                    int realDamage = 0;

                    if (damageOneData.isHit)
                    {
                        if (!momentHitted)
                        {
                            momentHitted = true;
                            doAttackMoment(AttackMomentType.AttackOnHitAnyTarget, @from, attacker, target, data, damageOneData);
                        }

                        if (target == mTarget)
                        {
                            doAttackMoment(AttackMomentType.AttackBeforeDamageMainTarget, @from, attacker, target, data, damageOneData);
                        }

                        doAttackMoment(AttackMomentType.AttackBeforeDamageEachTarget, @from, attacker, target, data, damageOneData);
                        doAttackMoment(AttackMomentType.BeAttackBeforeDamage, target, target, attacker, data, damageOneData);

                        //添加buff
                        if (levelConfig.addBuffProbID > 0)
                        {
                            if (attacker.fight.randomProb(levelConfig.addBuffProbID))
                            {
                                int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID;

                                foreach (DIntData v in levelConfig.addBuffs)
                                {
                                    target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID);
                                }
                            }
                        }

                        //有子弹
                        DIntData levelConfigBullet;

                        if ((levelConfigBullet = levelConfig.bullet).key > 0)
                        {
                            from.fight.createAndExecuteBullet(levelConfigBullet.key, levelConfigBullet.value, tData);
                        }

                        bool isCrit = damageOneData.isCrit = toCountIsCrit(data, attacker, target);

                        SkillVarConfig varConfig;
                        int[]          damages;
                        int            damageType;
                        int            damageValue;
                        int            attackValue;
                        int            damageVarIndex = 0;

                        //伤害组
                        for (int j = 0, jLen = levelConfig.damages.Length; j < jLen; ++j)
                        {
                            varConfig  = levelConfig.varConfigT[j];
                            damages    = levelConfig.damages[j];
                            damageType = damages[0];

                            if (data.isRecorded)
                            {
                                attackValue     = BaseGameUtils.calculateSkillVarValueForSelf(varConfig, data.selfAttackValues, damageVarIndex, target.fight.getDataLogic());
                                damageVarIndex += varConfig.args.Length;
                            }
                            else
                            {
                                attackValue = BaseGameUtils.calculateSkillVarValueFull(varConfig, attacker.fight.getDataLogic(), target.fight.getDataLogic());
                            }

                            damageValue = toCalculateDamage(data, damageType, damages, attackValue, isCrit, attackerAttribute, targetAttribute, attacker, target);

                            if (damageValue > 0)
                            {
                                if (needDamageHurt(damageType))
                                {
                                    int rd = 0;

                                    if (!targetStatus.isDamageImmun())
                                    {
                                        rd = takeDamage(damageType, damageValue, targetAttribute, target);
                                    }

                                    if (Global.damageValueUseRealDamage)
                                    {
                                        damageValue = rd;
                                    }

                                    realDamage += rd;
                                }

                                //TODO:反伤类

                                damageList.add(DIntData.create(damageType, damageValue));
                            }
                        }

                        if (realDamage > 0)
                        {
                            _scene.method.onUnitTakeDamage(target, realDamage, attacker);
                        }

                        if (target == mTarget)
                        {
                            doAttackMoment(AttackMomentType.AttackAfterDamageMainTarget, @from, attacker, target, data, damageOneData);
                        }

                        doAttackMoment(AttackMomentType.AttackAfterDamageEachTarget, @from, attacker, target, data, damageOneData);
                        doAttackMoment(AttackMomentType.BeAttackAfterDamage, target, target, attacker, data, damageOneData);

                        //扣除buff次数
                        attackerBuffLogic.subBuffNumArr(BuffSubNumType.UseAttackFromGroup, config.groups);
                        attackerBuffLogic.subBuffNumArr(BuffSubNumType.MakeDamage, levelConfig.damageTypesT);
                        target.fight.getBuffLogic().subBuffNumArr(BuffSubNumType.BeDamage, levelConfig.damageTypesT);

                        //血减到0
                        if (lastHp > 0 && targetAttribute.getAttribute(AttributeType.Hp) <= 0 && targetStatus.isAlive())
                        {
                            if (tempKilledUnits == null)
                            {
                                tempKilledUnits = new SList <Unit>();
                            }

                            tempKilledUnits.add(target);
                        }
                    }

                    //受伤(客户端受伤即使realDamage为0也需要)
                    target.fight.onDamage(from, attacker, config, damageOneData);
                }

                onAttackDamage(from, config, tData);

                //处理击杀
                if (tempKilledUnits != null)
                {
                    for (int i = 0, len = tempKilledUnits.size(); i < len; ++i)
                    {
                        //活着
                        if ((target = tempKilledUnits[i]).fight.isAlive())
                        {
                            //被击杀时刻
                            doAttackMoment(AttackMomentType.BeforeBeKill, target, target, attacker, data, null);

                            //可被伤害击杀
                            if (!target.fight.getStatusLogic().cantBeKillByDamage())
                            {
                                target.fight.doDead(attacker, config.killType);
                            }

                            //击杀时刻
                            doAttackMoment(AttackMomentType.AfterKill, from, attacker, target, data, null);
                        }
                    }
                }
            }

            doAttackMoment(AttackMomentType.AttackAfterHit, from, attacker, null, data, null);
        }
    }
예제 #19
0
    //公式部分

    /** 计算完整技能值 */
    public int calculateSkillVar(int varID, Unit attacker, Unit target)
    {
        return(BaseGameUtils.calculateSkillVarValueFull(varID, attacker.fight.getDataLogic(), target.fight.getDataLogic()));
    }
예제 #20
0
    protected void driveMoveFrame(float delay)
    {
        DriveLogic drive = _drive;

        _tempPos.clear();

        DriveData dData = _d.driveData;

        float speedAbs = Math.Abs(drive.driveCurrentMoveSpeedM);

        if (speedAbs == 0 && dData.forward == 0)
        {
            if (dData.turn == 0 || !drive.canDriveTurnAtPivot)
            {
                return;
            }
        }

        //本次移动距离
        float dis;

        //不启用加速度
        if (drive.driveAccelerateSpeedM == 0)
        {
            dis = _useMoveSpeedM * delay * dData.forward;
        }
        else
        {
            //滑行
            if (dData.forward == 0)
            {
                //需要的减速时间
                float nTime = speedAbs / drive.driveGroundFrictionM;
                float useA  = drive.driveCurrentMoveSpeedM > 0 ? -drive.driveGroundFrictionM : drive.driveGroundFrictionM;

                if (delay <= nTime)
                {
                    float d = useA * delay;
                    dis = drive.driveCurrentMoveSpeedM * delay + d * delay / 2;
                    drive.driveCurrentMoveSpeedM += d;
                }
                //减到0
                else
                {
                    dis = drive.driveCurrentMoveSpeedM * nTime / 2;              //vt/2
                    drive.driveCurrentMoveSpeedM = 0;
                }
            }
            else
            {
                float useA       = drive.driveAccelerateSpeedM * dData.forward;
                bool  sameSymbol = MathUtils.sameSymbol(useA, drive.driveCurrentMoveSpeedM);

                //符号相同,并且已经是最高速度
                if (sameSymbol && speedAbs >= _useMoveSpeedM)
                {
                    dis = drive.driveCurrentMoveSpeedM * delay;
                }
                else
                {
                    //需要加速的时间
                    float nTime = (_useMoveSpeedM - (sameSymbol ? speedAbs : -speedAbs)) / drive.driveAccelerateSpeedM;

                    //匀加速
                    if (delay <= nTime)
                    {
                        float d = useA * delay;
                        dis = drive.driveCurrentMoveSpeedM * delay + d * delay / 2;
                        drive.driveCurrentMoveSpeedM += d;
                    }
                    //到max
                    else
                    {
                        dis = drive.driveCurrentMoveSpeedM * nTime + useA * nTime * nTime / 2;

                        //到达最大速度
                        drive.driveCurrentMoveSpeedM = useA > 0 ? _useMoveSpeedM : -_useMoveSpeedM;
                        //剩余时间用新速度
                        dis += (drive.driveCurrentMoveSpeedM * (delay - nTime));
                    }
                }
            }
        }

        bool hasPos = false;
        bool hasDir = false;

        if (dData.turn == 0)
        {
            if (dis != 0)
            {
                _scenePosLogic.calculateVectorByDir(_tempPos, _dir, dis);
                _scenePosLogic.addPos(_tempPos, _pos);
                hasPos = true;
            }
            else
            {
                return;
            }
        }
        else
        {
            if (dis != 0)
            {
                float angle;
                float radius;

                if (drive.canDriveTurnAtPivot)
                {
                    angle  = drive.driveDirectionSpeed * delay;
                    radius = dis / angle;
                }
                else
                {
                    radius = drive.driveTurnRadius;
                    angle  = dis / radius;
                }

                //正方向
                float forward = (float)(radius * Math.Sin(angle));
                //两侧
                float side = (float)(radius * (1 - Math.Cos(angle)));

                _tempPos.x = forward;
                _tempPos.z = dData.turn * side;
                _tempPos.y = 0;

                //朝向向量
                _scenePosLogic.rotatePosByDir2D(_tempPos, _dir);
                _scenePosLogic.addPos(_tempPos, _pos);

                //朝向修改
                _dir.direction = MathUtils.directionCut(_dir.direction - (angle * dData.turn));
                hasDir         = true;
                hasPos         = true;
            }
            else
            {
                if (drive.canDriveTurnAtPivot)
                {
                    float angle = drive.driveDirectionSpeed * delay;
                    _dir.direction = MathUtils.directionCut(_dir.direction - (angle * dData.turn));
                    hasDir         = true;
                }
                else
                {
                    return;
                }
            }
        }

        BaseGameUtils.makeTerrainPos(_tempPos);

        if (hasDir)
        {
            _unit.pos.onSetDir();
        }

        if (hasPos)
        {
            if (_scenePosLogic.isPosEnabled(_moveType, _tempPos))
            {
                _pos.copyPos(_tempPos);
                _unit.pos.onSetPos();
            }
            else
            {
                // Ctrl.print("撞墙",_tempPos.toDataString());
            }
        }


        if (drive.driveAccelerateSpeedM != 0 && drive.driveCurrentMoveSpeedM == 0f && dData.forward == 0 && _currentMoveIsInitiative)
        {
            if (!drive.canDriveTurnAtPivot || dData.turn == 0)
            {
                stopMove();
            }
        }
    }
예제 #21
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 /** 获取机器人角色ID */
 protected long getRobotPlayerID()
 {
     return(BaseGameUtils.makeCustomPlayerID(CustomPlayerType.SceneRobot, ++_robotPlayerIndex));
 }
예제 #22
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    public override void init()
    {
        base.init();

        _damageResourceID = BaseGameUtils.getUIModelResourceID("damageNum");
    }
예제 #23
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 /** 获取某变量值表示的值(总值)(自身) */
 public int getSkillVarValue(int varID)
 {
     return(BaseGameUtils.calculateSkillVarValueFull(varID, this, null));
 }