예제 #1
0
        public void Dispose()
        {
            this.DropSkill();

            this.battle  = null;
            this._states = null;
        }
예제 #2
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        public override void Init(VBattle battle)
        {
            base.Init(battle);

            this.skills = new Skill[6];
            for (int i = 0; i < this.skills.Length; i++)
            {
                this.skills[i] = new Skill();
            }

            this.fsm = new FiniteStateMachine(this);
            FSMState state = this.fsm.CreateState(FSMStateType.Idle);

            state.CreateAction <VIdle>();
            state = this.fsm.CreateState(FSMStateType.Dead);
            state.CreateAction <VDead>();
            state = this.fsm.CreateState(FSMStateType.Move);
            state.CreateAction <VMove>();
            state = this.fsm.CreateState(FSMStateType.Track);
            state.CreateAction <VMove>();
            state = this.fsm.CreateState(FSMStateType.Pursue);
            state.CreateAction <VMove>();
            state = this.fsm.CreateState(FSMStateType.Attack);
            state.CreateAction <VAttack>();
        }
예제 #3
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        public override void Init(VBattle battle)
        {
            instance = this;
            base.Init(battle);
            FSMState state = this.fsm[FSMStateType.Idle];

            state.CreateAction <VPlayerIdle>();
        }
예제 #4
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        public Interaction(VBattle battle)
        {
            this.battle = battle;
            this.battle.input.pointerHandler = this.PointerHandler;

            this._states       = new AbsInteractionState[2];
            this._states[0]    = new CommonInteraction(this);
            this._states[1]    = new SkillInteraction(this);
            this._currentState = this._states[0];
        }
예제 #5
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        public void Dispose()
        {
            int count = this._buffs.Count;

            for (int i = 0; i < count; i++)
            {
                this._buffs[i].markToDestroy = true;
            }
            this.DestroyBuffs();
            this._gPool.Dispose();
            this._battle = null;
        }
예제 #6
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        public void Dispose()
        {
            //effect需要自行管理
            int count = this._entities.Count;

            for (int i = 0; i < count; i++)
            {
                this._entities[i].markToDestroy = true;
            }
            this.DestroyEnties();
            this._gPool.Dispose();
            this._battle = null;
        }
예제 #7
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 public virtual void Init(VBattle battle)
 {
     this.battle   = battle;
     this.property = new BuffProperty();
 }
예제 #8
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 public VEntityManager(VBattle battle)
 {
     this._battle = battle;
 }
예제 #9
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 public VBuffManager(VBattle battle)
 {
     this._battle = battle;
 }