public override bool OnEnter(STATUS last) { if ((!RoleEnum.IsPlayer(mController.GetRoleType()) && last != STATUS.IDLE && last != STATUS.PREPARE) || RoleEnum.IsPlayer(mController.GetRoleType())) { return(false); } mController.PlayAnimation(mAnimIndex, 0.0f, 0.0f); mNext = STATUS.NONE; return(true); }
public bool IsPlayerCanUseSkill(int index) { if (RoleEnum.IsPlayer(mController.GetRoleType())) { bool canUse = false; if (index == 0) { canUse = true; } else { int skillLength = Globe.Heros()[0].node.skill_id.Length; SkillNode skillNode = GetSkillNodeByIndex(skillLength - 1 - (4 - index) % 4); canUse = !fightTouch.GetSkillBtn(index).isCD; } return(!fightTouch.isLock && !fightTouch.allSkillCD && canUse); } return(true); }
private STATUS GetPlayerUseSkill(int index) { if (RoleEnum.IsPlayer(mController.GetRoleType())) { if (index == 0) { int attackCount = 0; switch (mStateHelper.CurStatus) { case STATUS.ATTACK01: attackCount = 0; break; case STATUS.ATTACK02: attackCount = 1; break; case STATUS.ATTACK03: attackCount = 2; break; case STATUS.ATTACK04: attackCount = 3; break; default: break; } SkillNode skillNode = GetSkillNodeByIndex(attackCount); return(PlayerSkill(skillNode, attackCount, false)); } else { int skillLength = Globe.Heros()[0].node.skill_id.Length; SkillNode skillNode = GetSkillNodeByIndex(skillLength - 1 - (4 - index) % 4); return(PlayerSkill(skillNode, index, true)); } } return(STATUS.NONE); }
public void SetActionController(IActorController controller) { this.mActionController = controller; IsPlayer = RoleEnum.IsPlayer(controller.GetRoleType()); }