예제 #1
0
 //动作结束后
 public void SSActionEvent(SSAction source, SSActionEventType eventType = SSActionEventType.Completed,
                           SSActionTargetType intParam = SSActionTargetType.Normal, string strParam = null, object objParam = null)
 {
     if (intParam == SSActionTargetType.Normal)
     {
         addRandomMovement(source.gameObject, true);
     }
     else
     {
         addDirectMovement(source.gameObject);
     }
 }
예제 #2
0
 //动作结束后选择添加巡逻动作或者追捕英雄动作
 public void SSActionEvent(SSAction source, SSActionEventType eventType = SSActionEventType.Competeted,
                           SSActionTargetType intParam = SSActionTargetType.Normal,
                           string strParam             = null, Object objParam = null)
 {
     //如果当前是巡逻,则添加巡逻,否则添加抓捕
     if (intParam == SSActionTargetType.Normal)
     {
         addRandomMovement(source.gameobject, true);
     }
     else
     {
         addDirectMovement(source.gameobject);
     }
 }
예제 #3
0
 //提供给子动作回调,提醒动作序列执行下一个子动作
 public void SSActionEvent(SSAction source,
                           SSActionEventType eventType = SSActionEventType.Completed,
                           SSActionTargetType intParam = SSActionTargetType.Normal, string strParam = null, object objParam = null)
 {
     source.destroy = false;
     this.subActionIndex++;
     if (this.subActionIndex >= actionList.Count)
     {
         this.subActionIndex = 0;
         if (repeatTimes > 0)
         {
             repeatTimes--;
         }
         if (repeatTimes == 0)
         {
             this.destroy = true;
             this.callBack.SSActionEvent(this);
         }
     }
 }
예제 #4
0
 //提供给子动作回调,提醒动作序列执行下一个动作,如果序列动作完成,通知该动作的动作管理者
 public void SSActionEvent(SSAction source, SSActionEventType eventType = SSActionEventType.Competeted,
                           SSActionTargetType intParam = SSActionTargetType.Normal,
                           string strParam             = null, Object objParam = null)
 {
     source.destory = false;
     this.subActionIndex++;//执行下一个动作
     //执行完整个序列,判断是否循环
     if (this.subActionIndex >= actionList.Count)
     {
         this.subActionIndex = 0;//将下标重置0
         if (repeatTimes > 0)
         {
             repeatTimes--;//循环次数减少
         }
         if (repeatTimes == 0)
         {
             this.destory = true;
             this.callback.SSActionEvent(this);//序列动作完成,通知该动作管理者
         }
     }
 }
예제 #5
0
 public void SSActionEvent(SSAction source,
                           SSActionEventType events    = SSActionEventType.Completed,
                           SSActionTargetType intParam = SSActionTargetType.Normal,
                           string strParam             = null,
                           Object objectParam          = null)
 {
     source.destroy = false;
     this.start++;
     if (this.start >= sequence.Count)
     {
         this.start = 0;
         if (repeat > 0)
         {
             repeat--;
         }
         if (repeat == 0)
         {
             this.destroy = true;
             this.callback.SSActionEvent(this);
         }
     }
 }
예제 #6
0
 public void SSActionEvent(SSAction source, SSActionEventType eventType = SSActionEventType.Completed, SSActionTargetType intParam = SSActionTargetType.Normal, string strParam = null, object objParam = null)
 {
     //throw new NotImplementedException();
 }