private void SetConditionParam(ref ResDT_SkillPassiveCondition _config)
 {
     for (int i = 0; i < 8; i++)
     {
         this.localParams[i] = _config.astConditionParam[i].iParam;
     }
 }
예제 #2
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = false;
     base.Init(_source, _event, ref _config);
     this.sourceActor.handle.ActorControl.eventActorEnterCombat += new ActorEventHandler(this.onActorEnterBattle);
     this.sourceActor.handle.ActorControl.eventActorExitCombat  += new ActorEventHandler(this.onActorExitBattle);
 }
 public virtual void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.rootEvent   = _event;
     this.sourceActor = _source;
     this.SetConditionParam(ref _config);
 }
예제 #4
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = false;
     base.Init(_source, _event, ref _config);
     Singleton <GameSkillEventSys> .instance.AddEventHandler <ActorSkillEventParam>(GameSkillEventDef.AllEvent_UseSkill, new GameSkillEvent <ActorSkillEventParam>(this.onActorUseSkill));
 }
예제 #5
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bHurt = false;
     base.Init(_source, _event, ref _config);
     Singleton <GameEventSys> .instance.AddEventHandler <HurtEventResultInfo>(GameEventDef.Event_ActorDamage, new RefAction <HurtEventResultInfo>(this.onActorDamage));
 }
예제 #6
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = false;
     base.Init(_source, _event, ref _config);
     Singleton <GameEventSys> .instance.AddEventHandler <DefaultGameEventParam>(GameEventDef.Event_ActorImmuneDeadHurt, new RefAction <DefaultGameEventParam>(this.onImmuneDeadHurt));
 }
 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bHpTrigger = false;
     base.Init(_source, _event, ref _config);
     if (_source)
     {
         _source.handle.ValueComponent.HpChgEvent += new ValueChangeDelegate(this.OnHpChange);
     }
 }
예제 #8
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = true;
     base.Init(_source, _event, ref _config);
     if (((_source != 0) && (_source.handle.BuffHolderComp != null)) && (_source.handle.BuffHolderComp.SpawnedBuffList != null))
     {
         for (int i = 0; i < _source.handle.BuffHolderComp.SpawnedBuffList.Count; i++)
         {
             BuffSkill skill = _source.handle.BuffHolderComp.SpawnedBuffList[i];
             if (((skill != null) && (skill.cfgData != null)) && (skill.cfgData.iCfgID == base.localParams[0]))
             {
                 this.bTrigger = false;
                 break;
             }
         }
     }
     Singleton <GameSkillEventSys> .GetInstance().AddEventHandler <BuffChangeEventParam>(GameSkillEventDef.AllEvent_BuffChange, new GameSkillEvent <BuffChangeEventParam>(this.OnPlayerBuffChange));
 }
예제 #9
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = false;
     base.Init(_source, _event, ref _config);
     Singleton <GameEventSys> .get_instance().AddEventHandler <DefaultGameEventParam>(GameEventDef.Event_ActorBeAttack, new RefAction <DefaultGameEventParam>(this.Expose));
 }
 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bKilled = false;
     base.Init(_source, _event, ref _config);
     this.sourceActor.get_handle().ActorControl.eventActorDead += new ActorDeadEventHandler(this.onActorDead);
 }
 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger     = false;
     this.InGrassCount = 0;
     base.Init(_source, _event, ref _config);
     Singleton <GameEventSys> .instance.AddEventHandler <ActorInGrassParam>(GameEventDef.Event_ActorInGrass, new RefAction <ActorInGrassParam>(this.SetInGrassStatusByTrigger));
 }
예제 #12
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 public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
 {
     this.bTrigger = false;
     base.Init(_source, _event, ref _config);
     Singleton <EventRouter> .GetInstance().AddEventHandler <PoolObjHandle <ActorRoot>, int>("HeroSoulLevelChange", new Action <PoolObjHandle <ActorRoot>, int>(this, (IntPtr)this.onActorUpgrade));
 }
예제 #13
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        public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config)
        {
            this.bTrigger = false;
            base.Init(_source, _event, ref _config);
            Singleton <GameSkillEventSys> .get_instance().AddEventHandler <LimitMoveEventParam>(GameSkillEventDef.AllEvent_LimitMove, new GameSkillEvent <LimitMoveEventParam>(this.onActorLimitMove));

            Singleton <GameSkillEventSys> .get_instance().AddEventHandler <LimitMoveEventParam>(GameSkillEventDef.AllEvent_CancelLimitMove, new GameSkillEvent <LimitMoveEventParam>(this.onActorCancelLimitMove));
        }