Exemplo n.º 1
0
        public override bool CanChangeState(StateParameter stateParm)
        {
            if (m_actor == null)
            {
                return(false);
            }
            if (m_curSkillDesc == null)
            {
                return(false);
            }
            if (stateParm.state == ACTOR_STATE.AS_DEATH)
            {
                return(true);
            }

            if (stateParm.state == ACTOR_STATE.AS_RUN)
            {
                //判断是不是旋风斩
                if (m_curSkillDesc.Get <int>("subtype") == (int)SkillType.SKILL_XUANFANZHAN)
                {
                    return(true);
                }
            }

            //外部状态切换
            if (stateParm.state != ACTOR_STATE.AS_ATTACK && stateParm.state != ACTOR_STATE.AS_BEHIT)
            {
                return(!m_isEndure);
            }

            //被击状态
            if (stateParm.state == ACTOR_STATE.AS_BEHIT)
            {
                if (m_actor.mActorType == ActorType.AT_MONSTER)
                {
                    if (stateParm.IsHitBack)
                    {
                        return(true);
                    }

                    if (null != m_curSkillDesc)
                    {
                        if (m_curSkillDesc.Get <bool>("stop_casting"))
                        {
                            return(true);
                        }
                    }

                    return(false);
                }

                //前摇时间0.1秒,不可被打断,被神将的520601打断
                float runTime = m_actor.GetCurActionTime(m_actor.GetCurPlayAction());
                if (runTime < 0.1f && m_actor.mActorType != ActorType.AT_MONSTER) // 怪物攻击可以被打断
                {
                    return(false);
                }

                //如果是BOSS,并且处于气绝状态
                if (m_actor.mActorType == ActorType.AT_BOSS && m_actor.IsInQiJue())
                {
                    return(true);
                }

                //霸体了,且不是破霸体技能
                if (m_isEndure)
                {
                    return(false);
                }

                return(false);
            }

            //子技能可以切换
            if (m_curSkillBase != null && m_curSkillBase.IsSubSkill(stateParm.skillID))
            {
                return(true);
            }

            //yy 如果是后摇状态可以切换
            if (m_bAfterAttack && stateParm.state == ACTOR_STATE.AS_ATTACK)
            {
                return(true);
            }

            //内部状态切换
            if (stateParm.isComposeSkill)
            {
                //组合技能
                return(m_actor.ComposeSkillCanCastSkill(stateParm.composeSkillDesc.changeTime));
            }

            //普通技能切换,看霸体时间结束没
            if (null != m_actor && m_actor.mActorType != ActorType.AT_LOCAL_PLAYER)
            {
                return(true);
            }
            return(!m_isEndure);
        }