// 通用的不变的游戏机制 private void AddCommonTrigger() { args.Triggers.AddTrigger(FreeTriggerConstant.PRELOAD_RESOURCE, new PlayerPreloadAction()); PlayerEffectBuf.RegisterEffectBuf(new EffectBuf(PlayerRigidityAction.RigidityEffect, EffectType.SlowDown)); args.Triggers.AddTrigger(FreeTriggerConstant.DAMAGE, new PlayerRigidityAction()); }
public FreeData(Contexts context, PlayerEntity player) { AllContexts = context; this.Player = player; this.key = "player"; this.id = player.entityKey.Value.EntityId; this.skill = new UnitSkill(this); this.freeInventory = new FreeInventory(); this.Bufs = new PlayerBuf(player); EffectBufs = new PlayerEffectBuf(player); this.paras = new SimpleParaList(); this.StateTimer = new PlayerStateTimer(player); AddFields(new ObjectFields(player.playerInfo)); AddFields(new ObjectFields(player.gamePlay)); AddFields(new ObjectFields(player.orientation)); // AddFields(new ObjectFields(player.weaponState)); AddFields(new PlayerFields(AllContexts, player)); if (player.hasPlayerMask) { AddFields(new ObjectFields(player.playerMask)); } }