/// <summary> /// 当前触发单位 /// </summary> public Unit func_TriggerUnit(SceneTriggerExecutor e, TriggerArg a) { return(((SceneTriggerEvent)a.evt).triggerUnit); }
/// <summary> /// 计算点距离 /// </summary> public float func_PosDistance(SceneTriggerExecutor e, TriggerArg a, PosData pos0, PosData pos1) { return(e.getScene().pos.calculatePosDistance2D(pos0, pos1)); }
/// <summary> /// c单位是否存活 /// </summary> public bool func_UnitIsAlive(SceneTriggerExecutor e, TriggerArg a, Unit unit) { return(unit.fight.isAlive()); }
/// <summary> /// 对于某单位来说,点是否可走 /// </summary> public bool func_IsPosEnabled(SceneTriggerExecutor e, TriggerArg a, Unit unit, PosData pos) { Ctrl.warnLog("function func_IsPosEnabled,need implement"); return(false); }
/// <summary> /// 执行trigger(不检查环境) /// </summary> public void func_RunTriggerAbs(TriggerExecutor e, TriggerArg a, int cls) { Ctrl.warnLog("function func_RunTriggerAbs,need implement"); }
/// <summary> /// 删除自定义字符串key变量 /// </summary> public void func_RemoveSVar(TriggerExecutor e, TriggerArg a, string key) { e.sVarDic.remove(key); }
/// <summary> /// 是否不为空 /// </summary> public bool func_NotNull(TriggerExecutor e, TriggerArg a, object arg1) { return(arg1 != null); }
/// <summary> /// 通过实例id获取单位 /// </summary> public Unit func_GetUnit(SceneTriggerExecutor e, TriggerArg a, int instanceID) { return(e.getScene().getUnit(instanceID)); }
/// <summary> /// 判断long相等 /// </summary> public bool func_EqualsLong(TriggerExecutor e, TriggerArg a, long arg1, long arg2) { return(arg1 == arg2); }
/// <summary> /// 获取局部字符串key变量string /// </summary> public string func_GetLocalString(TriggerExecutor e, TriggerArg a, string key) { object obj = a.runner.getLocalVar(key); return(obj != null ? (string)obj : ""); }
/// <summary> /// 获取局部字符串key变量float /// </summary> public float func_GetLocalFloat(TriggerExecutor e, TriggerArg a, string key) { object obj = a.runner.getLocalVar(key); return(obj != null ? (float)obj : 0f); }
/// <summary> /// 获取局部字符串key int /// </summary> public int func_GetLocalInt(TriggerExecutor e, TriggerArg a, string key) { object obj = a.runner.getLocalVar(key); return(obj != null ? (int)obj : 0); }
/// <summary> /// 获取局部字符串key boolean /// </summary> public bool func_GetLocalBoolean(TriggerExecutor e, TriggerArg a, string key) { object obj = a.runner.getLocalVar(key); return(obj != null ? (bool)obj : false); }
/// <summary> /// 获取单位的战斗单位id /// </summary> public int func_GetUnitFightUnitID(SceneTriggerExecutor e, TriggerArg a, Unit unit) { return(unit.fight.getFightUnitConfig().id); }
/// <summary> /// 该毫秒值是否为过去时间 /// </summary> public bool func_IsTimeMillisPass(TriggerExecutor e, TriggerArg a, long time) { return(time < e.getTimeMillis()); }
/// <summary> /// 判断string相等 /// </summary> public bool func_EqualsString(TriggerExecutor e, TriggerArg a, string arg1, string arg2) { return(arg1 != null && arg1.Equals(arg2)); }
/// <summary> /// 如果 /// </summary> public void func_If(TriggerExecutor e, TriggerArg a, bool arg1, object arg2, object arg3) { Ctrl.warnLog("function func_If,need implement"); }
/// <summary> /// 创建并添加傀儡 /// </summary> public Unit func_CreateAddPuppet(SceneTriggerExecutor e, TriggerArg a, int id, int level, PosData pos, Unit master, int lastTime) { return(e.getScene().unitFactory.createAddPuppet(id, level, pos, master, lastTime)); }
/// <summary> /// 关闭trigger /// </summary> public void func_CloseTrigger(TriggerExecutor e, TriggerArg a, int cls) { e.closeTrigger(cls); }