public override void onEnter() { base.onEnter(); if (dyAgent != null) { orgPos = dyAgent.CacheTrans.position; animName = this.getHitAnimName(); this.exitTime = dyAgent.anim[this.animName].length + Time.timeSinceLevelLoad; dyAgent.anim.CrossFade(this.animName, 0.1f); dyAgent.anim.wrapMode = WrapMode.Once; } if (this.args != null && this.args.damageData != null) { hitDis = this.args.damageData.hitDis; atkType = this.args.damageData.atkType; if (atkType == AttackType.hitAir) { dyAgent.setUseGrivaty(false); hitDis += orgPos.y; moveDir = Vector3.up; } if (atkType == AttackType.hitBack) { dyCaster = EntityMgr.Instance.getEntityById(this.args.damageData.casterId) as EntityDynamicActor; moveDir = dyCaster.CacheTrans.forward; } } }
private void openUI() { EntityDynamicActor dy = EntityMgr.Instance.getMainPlayer() as EntityDynamicActor; if (dy == null || dy.getSkillWidget() == null) { return; } List <int> skills = dy.getSkillWidget().getSkillInfo(); SkillDetailData dt = new SkillDetailData(); for (int i = 0; i < skills.Count; i++) { SkillConfigConfig conf = SkillConfigConfig.Get(skills[i]); if (conf != null) { SkillDetailItemData info = new SkillDetailItemData(); info.id = conf.tempId; info.skillIcon = conf.skillIcon; info.skillName = conf.skillName; info.skillDesc = conf.skillDesc; info.skillModeType = getModeType(conf.skillModeType); info.atkType = getAtkType(conf.atkType); info.atkRange = conf.atkRange; info.horAngle = conf.horAngle; info.verAngle = conf.verAngle; info.skillDamage = conf.skillDamage; dt.lst.Add(info); } } this.updateUI(dt); }
//组装数据 private void initData() { EntityDynamicActor dy = EntityMgr.Instance.getMainPlayer() as EntityDynamicActor; if (dy == null || dy.getSkillWidget() == null) { return; } if (dictSkillData == null) { dictSkillData = new Dictionary <int, SkillItemUIData>(); } List <int> skills = dy.getSkillWidget().getSkillInfo(); SkillUIData dt = new SkillUIData(); for (int i = 0; i < skills.Count; i++) { SkillItemUIData info = getSkillData(skills[i]); dictSkillData.Add(info.skillID, info); } List <SkillItemUIData> lst = getComboSkills(); for (int i = 0; i < lst.Count; i++) { dictSkillData.Add(lst[i].skillID, lst[i]); } }
public PlayerIdleState(BaseEntity agent, StateType type) : base(agent, type) { dyAgent = this.agent as EntityDynamicActor; words.Add("死亡如风 常伴吾身!"); words.Add("钟鼓馔玉不足贵,但愿长醉不复醒!钟鼓馔玉不足贵,但愿长醉不复醒!"); words.Add("zzzzzzzzzzzz! ! !"); }
protected virtual void onRelease() { EntityDynamicActor dyAgent = this.agent as EntityDynamicActor; if (dyAgent != null) { dyAgent.onChangeState(StateType.idle); } }
public override void onEnter() { base.onEnter(); EntityDynamicActor dyAgent = this.agent as EntityDynamicActor; if (dyAgent != null) { dyAgent.anim.CrossFade("fallBack", 0.1f); } }
public override void onEnter() { base.onEnter(); dyAgent = this.agent as EntityDynamicActor; if (dyAgent != null) { dyAgent.anim.CrossFade("walk", 0.1f); } minDis = dyAgent.SonType == EntitySonType.first ? 0.3f : 2f; }
public static NavgateWidget create(EntityDynamicActor agent) { NavgateWidget widget = agent.CacheObj.GetComponent <NavgateWidget>(); if (widget == null) { widget = agent.CacheObj.AddComponent <NavgateWidget>(); } widget.agent = agent; widget.target = agent.CacheTrans.position; return(widget); }
public override void onEnter() { base.onEnter(); EntityDynamicActor dyAgent = this.agent as EntityDynamicActor; if (dyAgent != null) { int num = UnityEngine.Random.Range(1, 3); dyAgent.anim.CrossFade("hit" + num, 0.1f); dyAgent.onChangeColor(); } }
public override void onUpdate() { duration -= Time.deltaTime; if (duration < 0) { EntityDynamicActor dyAgent = this.agent as EntityDynamicActor; if (dyAgent != null) { dyAgent.onChangeState(StateType.idle); } } }
public override void onEnter() { base.onEnter(); if (dyAgent != null && dyAgent.Target != null) { EntityDynamicActor target = dyAgent.Target as EntityDynamicActor; if (target != null) { target.setUseGrivaty(false); } dyAgent.setUseGrivaty(false); } }
public static void onSyncSkill(string msg) { //解析 string[] msgLst = msg.Split(','); int uid = int.Parse(msgLst[1]); int skillId = int.Parse(msgLst[2]); EntityDynamicActor role = EntityMgr.Instance.getEntityById <EntityDynamicActor>(uid); if (role != null) { role.onReleaseSkill(skillId, new FSMArgs(SkillUIControl.getSkillData(skillId))); } }
public override void onExit() { base.onExit(); isArrive = false; if (dyAgent != null && dyAgent.Target != null) { dyAgent.setUseGrivaty(true); EntityDynamicActor target = dyAgent.Target as EntityDynamicActor; if (target != null) { target.setUseGrivaty(true); } } }
public override void onBulletCrash(Collider col) { EntityDynamicActor atkTarget = col.GetComponent <EntityDynamicActor>(); if (atkTarget != null && atkTarget.UID != this.bulletInfo.dyAgent.UID) { DamageData dt = new DamageData(); dt.casterId = this.bulletInfo.dyAgent.UID; dt.targetId = atkTarget.UID; dt.atkType = (AttackType)this.bulletInfo.atkType; dt.hitDis = this.bulletInfo.hitDis; dt.damage = 10;//配表 atkTarget.onDamage(dt); this.bulletInfo.dyAgent.Target = atkTarget; this.bulletInfo.dyAgent.onChangeState(StateType.yasuoRSkill); } }
private List <SkillItemUIData> getComboSkills() { List <SkillItemUIData> dtLst = new List <SkillItemUIData>(); EntityDynamicActor dy = EntityMgr.Instance.getMainPlayer() as EntityDynamicActor; if (dy == null) { return(dtLst); } List <int> combos = new List <int>(); combos.AddRange(dy.getAttr <List <int> >(Attr.comboSkills.ToString())); for (int i = 0; i < combos.Count; i++) { SkillItemUIData info = getSkillData(combos[i]); dtLst.Add(info); } return(dtLst); }
public static void onSyncPos(string msg) { //解析 string[] msgLst = msg.Split(','); int uid = int.Parse(msgLst[1]); int x = int.Parse(msgLst[2]); x = x / 100; int y = int.Parse(msgLst[3]); y = y / 100; int z = int.Parse(msgLst[4]); z = z / 100; EntityDynamicActor role = EntityMgr.Instance.getEntityById <EntityDynamicActor>(uid); if (role != null) { role.navgateTo(new Vector3(x, y, z)); } }
public static void createBullet(EntityDynamicActor agent, int bulletId) { BulletInfo info = new BulletInfo(); BulletConfigConfig dt = BulletConfigConfig.Get(bulletId); if (dt == null) { return; } info.dyAgent = agent; info.lifeTime = dt.bulletLife; info.bulletSpeed = (float)dt.bulletSpeed; info.atkType = (ATK_Type)dt.atkType; info.bulletType = (BulletType)dt.bulletType; info.hitDis = (float)dt.atkDistance; string[] strs = dt.bulletSize.Split(','); info.boxSize = new Vector3(float.Parse(strs[0]), float.Parse(strs[0]), float.Parse(strs[0])); GameObject go = new GameObject(info.dyAgent.Name + " --> bullet"); BaseBullet BB = go.AddComponent(getBulletByType(info.bulletType)) as BaseBullet; BB.setBulletInfo(info); }
public PlayerSpawnState(BaseEntity agent, StateType type) : base(agent, type) { dyAgent = this.agent as EntityDynamicActor; }
public override void onEnter() { base.onEnter(); dyAgent = this.agent as EntityDynamicActor; onAttack(); }
public override void onEnter(WorkingData wd) { dyAgent = wd.dyAgent; nextSeekTime = wd.seekTime + Time.timeSinceLevelLoad; nextPartolPoint = getPartolPoint(wd); }
public PlayerDodgeState(BaseEntity agent, StateType type) : base(agent, type) { dyAgent = agent as EntityDynamicActor; }
public SkillWidget(EntityDynamicActor agent, List <int> skills) { this.agent = agent; dictSkills = new Dictionary <int, SkillInfo>(); init(skills); }