public CheckEnoughAuraToActivateSkillRule(ISystemContainer systemContainer) { entityEngine = systemContainer.EntityEngine; skillSystem = systemContainer.SkillSystem; prototypeSystem = systemContainer.PrototypeSystem; messageSystem = systemContainer.MessageSystem; }
public JobSystem(IGameResources gameResources, ISkillSystem skillSystem, IPlayerPacketFactory playerPacketFactory, ISpecialEffectPacketFactory specialEffectPacketFactory) { _gameResources = gameResources; _skillSystem = skillSystem; _playerPacketFactory = playerPacketFactory; _specialEffectPacketFactory = specialEffectPacketFactory; }
//------------------------------------------------------------------------------------------------------- // 游戏退出时使用 public void Release() { if (m_LuaSystem != null) // Lua系统 { m_LuaSystem.Release(); m_LuaSystem = null; } if (m_SkillSys != null) { m_SkillSys.Release(); m_SkillSys = null; } if (m_EntitySys != null) // 实体系统 { m_EntitySys.Release(); m_EntitySys = null; } // 技能系统 if (m_ControllerSys != null) // 控制器系统 { m_ControllerSys.Release(); m_ControllerSys = null; } if (m_MapSystem != null) // 地图系统 { m_MapSystem.Release(); m_MapSystem = null; } // 游戏设置 if (m_GameOption != null) { GameOption op = m_GameOption as GameOption; if (op != null) { op.Close(); } } }
private IGameOption m_GameOption = null; // 游戏设置 //private float startTime = 0; /** * @brief * @param bEditor 编辑器使用 */ public void Init(bool bEditor = false) { if (m_LuaSystem == null) { //m_LuaSystem = LuaSystemCreator.CreateLuaSystem(); } // 实体系统 if (m_EntitySys == null) { m_EntitySys = EntitySystemCreator.CreateEntitySystem(this); m_EntitySys.Create(); } if (m_SkillSys == null) { m_SkillSys = SkillSystemCreator.CreateSkillSystem(this); m_SkillSys.Init(bEditor); } if (m_MapSystem == null) { m_MapSystem = MapSystemCreator.CreateMapSystem(this, bEditor); } // 控制器 if (m_ControllerSys == null) { m_ControllerSys = ControllerSystemCreator.CreateControllerSystem(this); m_ControllerSys.ActiveController(ControllerType.ControllerType_KeyBoard); } if (m_GameOption == null) { GameOption op = new GameOption(); op.Create(); m_GameOption = op; // 应用设置 //op.ApplyOption(); } //startTime = 0; }
public SkillHandler(ILogger <SkillHandler> logger, ISkillSystem skillSystem, ISkillPacketFactory skillPacketFactory) { _logger = logger; _skillSystem = skillSystem; _skillPacketFactory = skillPacketFactory; }
//------------------------------------------------------------------------------------------------------- public void AddPart(EntityPart enPart) { int entityPart = (int)enPart; if (m_Parts.ContainsKey(entityPart)) { return; } switch (enPart) { case EntityPart.Skill: // 技能 { ISkillSystem skillSys = EntitySystem.m_ClientGlobal.GetSkillSystem(); if (skillSys == null) { //编辑器模式不需要 break; } ISkillPart skillPart = skillSys.CreateSkillPart(); if (skillPart == null) { return; } if (!skillPart.Create(this)) { Engine.Utility.Log.Error("AddPart failed!"); skillPart = null; return; } m_Parts[entityPart] = skillPart; break; } case EntityPart.Buff: // Buff { ISkillSystem skillSys = EntitySystem.m_ClientGlobal.GetSkillSystem(); if (skillSys == null) { //编辑器模式不需要 break; } IBuffPart buffpart = skillSys.CreateBuffPart(); if (buffpart == null) { return; } if (!buffpart.Create(this)) { Engine.Utility.Log.Error("AddPart failed!"); buffpart = null; return; } m_Parts[entityPart] = buffpart; break; } case EntityPart.Equip: // Equip 装备 { IEquipPart equipPart = new EquipPart(); if (equipPart == null) { return; } if (!equipPart.Create(this)) { Engine.Utility.Log.Error("AddPart failed!"); equipPart = null; return; } m_Parts[entityPart] = equipPart; break; } } }