public void UpdateLogic(int nDelta) { for (int i = 0; i < this.talentCount; i++) { PassiveSkill skill = this.TalentObjArray[i]; if (skill != null) { skill.UpdateLogic(nDelta); } } }
public void ChangePassiveParam(int _id, int _index, int _value) { for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null && passiveSkill.SkillID == _id) { passiveSkill.ChangeEventParam(_index, _value); } } }
public void UnInit() { for (int i = 0; i < 6; i++) { PassiveSkill skill = this.TalentObjArray[i]; if ((skill != null) && (skill.passiveEvent != null)) { skill.passiveEvent.UnInit(); } } }
public void UpdateLogic(int nDelta) { for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null) { passiveSkill.UpdateLogic(nDelta); } } }
public void UnInit() { for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null && passiveSkill.passiveEvent != null) { passiveSkill.passiveEvent.UnInit(); } } }
public int GetTalentCDTime(int _talentID) { for (int i = 0; i < 6; i++) { PassiveSkill skill = this.TalentObjArray[i]; if ((skill != null) && (skill.SkillID == _talentID)) { return(skill.GetCDTime()); } } return(0); }
public void Reset() { this.actor.Validate(); for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null) { passiveSkill.Reset(); } } }
public virtual void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { this.sourceActor = _actor; this.passiveSkill = _skill; this.cfgData = _skill.cfgData; this.deltaTime = 0; for (int i = 0; i < this.conditions.Count; i++) { this.conditions[i].Init(this.sourceActor, this, ref this.cfgData.astPassiveConditon[i]); } this.SetEventParam(); }
public int GetTalentCDTime(int _talentID) { for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null && passiveSkill.SkillID == _talentID) { return(passiveSkill.GetCDTime()); } } return(0); }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.Init(_actor, _skill); this.curDistance = 0; this.curTriggerCount = 0; this.bDashingState = false; this.triggerDistance = base.localParams[0]; this.maxTriggerCount = base.localParams[1]; this.minMoveSpeed = base.localParams[2]; this.layerEffectID = base.localParams[3]; this.groupEffectID = base.localParams[4]; }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.Init(_actor, _skill); this.startTime = 0; this.curTriggerCount = 0; this.totalTime = this.localParams[0]; this.maxTriggerCount = this.localParams[1]; this.bActive = true; if (this.maxTriggerCount <= 0) { this.maxTriggerCount = 2147483647; } }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.Init(_actor, _skill); this.distanceThreshold[0] = this.localParams[0]; this.distanceThreshold[1] = this.localParams[1]; this.skillCombineID[0] = this.localParams[2]; this.skillCombineID[1] = this.localParams[3]; this.skillCombineID[2] = this.localParams[4]; this.lastInterval = -1; this.curInterval = 0; this.intervalSwitch = false; this.GetCallMonster(); }
public virtual void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { this.sourceActor = _actor; this.triggerActor.Release(); this.passiveSkill = _skill; this.cfgData = _skill.cfgData; this.deltaTime = 0; for (int i = 0; i < this.conditions.get_Count(); i++) { PassiveCondition passiveCondition = this.conditions.get_Item(i); passiveCondition.Init(this.sourceActor, this, ref this.cfgData.astPassiveConditon[i]); } this.SetEventParam(); }
public void Init(ref PoolObjHandle <ActorRoot> _actor, Skill skill, PassiveSkill passive) { this.Actor = _actor; this.IsCDReady = true; this.CurSkillCD = 0; this.SkillObj = skill; this.InitSkillObj = skill; this.NextSkillObj = null; this.SkillObj.SlotType = this.SlotType; this.PassiveSkillObj = passive; if (this.PassiveSkillObj != null) { this.PassiveSkillObj.SlotType = this.SlotType; } }
public void InitTalent(int _talentID) { if (this.talentCount < 6) { PassiveSkill skill = new PassiveSkill(_talentID, this.actor); for (int i = 0; i < 6; i++) { if (this.TalentObjArray[i] == null) { this.TalentObjArray[i] = skill; this.talentCount++; return; } } } }
public void RemoveTalent(int _talentID) { for (int i = 0; i < 10; i++) { PassiveSkill passiveSkill = this.TalentObjArray[i]; if (passiveSkill != null && passiveSkill.SkillID == _talentID) { if (passiveSkill.passiveEvent != null) { passiveSkill.passiveEvent.UnInit(); } this.TalentObjArray[i] = null; this.talentCount--; } } }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.Init(_actor, _skill); this.speedThreshold[0] = this.localParams[0]; this.speedThreshold[1] = this.localParams[1]; this.skillCombineID[0] = this.localParams[2]; this.skillCombineID[1] = this.localParams[3]; this.skillCombineID[2] = this.localParams[4]; this.lastInterval = -1; this.curInterval = 0; this.AtkSpeedChange(); if (_actor) { _actor.handle.ValueComponent.mActorValue[RES_FUNCEFT_TYPE.RES_FUNCEFT_ATKSPDADD].ChangeEvent += new ValueChangeDelegate(this.AtkSpeedChange); } }
public void InitTalent(int _talentID) { if (this.talentCount < 10) { PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor); for (int i = 0; i < 10; i++) { if (this.TalentObjArray[i] == null) { passiveSkill.SlotType = SkillSlotType.SLOT_SKILL_COUNT; this.TalentObjArray[i] = passiveSkill; this.talentCount++; return; } } } }
public void InitTalent(int _talentID, int _cdTime) { if (this.talentCount < 10) { PassiveSkill skill = new PassiveSkill(_talentID, this.actor); for (int i = 0; i < 10; i++) { if (this.TalentObjArray[i] == null) { this.TalentObjArray[i] = skill; this.talentCount++; skill.InitCDTime(_cdTime); return; } } } }
public void InitTalent(int _talentID, int _cdTime) { if (this.talentCount < 10) { PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor); passiveSkill.SlotType = SkillSlotType.SLOT_SKILL_VALID; for (int i = 0; i < 10; i++) { if (this.TalentObjArray[i] == null) { this.TalentObjArray[i] = passiveSkill; this.talentCount++; passiveSkill.InitCDTime(_cdTime); return; } } } }
public void InitSkillSlot(int _slotType, int _skillID, int _passiveID) { if (base.actorPtr == 0) { DebugHelper.Assert(base.actorPtr == 1); } else { Skill skill = new Skill(_skillID); PassiveSkill passive = null; if (_passiveID != 0) { passive = new PassiveSkill(_passiveID, base.actorPtr); } SkillSlot slot = new SkillSlot((SkillSlotType)_slotType); slot.Init(ref this.actorPtr, skill, passive); slot.InitSkillControlIndicator(); this.SkillSlotArray[_slotType] = slot; } }
public void InitTalent(int _talentID, SKILL_USE_FROM_TYPE skillUseFrom = SKILL_USE_FROM_TYPE.SKILL_USE_FROM_TYPE_SKILL, uint uiFromId = 0u) { if (this.talentCount < 10) { PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor); if (passiveSkill.skillContext != null) { passiveSkill.skillContext.uiFromId = uiFromId; passiveSkill.skillContext.skillUseFrom = skillUseFrom; } for (int i = 0; i < 10; i++) { if (this.TalentObjArray[i] == null) { this.TalentObjArray[i] = passiveSkill; this.talentCount++; return; } } } }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { this.bTriggerFlag = false; base.Init(_actor, _skill); }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.deltaTime = 0; this.bExistBuff = false; base.Init(_actor, _skill); }
public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill) { base.Init(_actor, _skill); this.randomRate = this.localParams[0]; }