// 触发指定事件 public void ReceiveTransitionEvent(E_SkillTransition transition_event) { if (transition_event == _start_transition) { OnEnter(); } }
// 接收到指定的事件 public void ReceiveTransitionEvent(E_SkillTransition transition_event) { LogManager.Error("接收到指定的事件 还没开始做"); /*if (_curr_sequece != null) * _curr_sequece.ReceiveWithOutEvent(transition_event);*/ }
public void _receive_event(E_SkillTransition node_event) { if (_cur_node == null) { return; } _cur_node.ReceiveTransitionEvent(node_event); }
public void SkillEvent(E_SkillTransition skillEvent) { Debug.LogError("暂停这一块"); /*AnimationEventData param = EventDataFactory.Pop<AnimationEventData>(); * param._eventData = skillEvent; * _baseEntity.RaiseEvent(E_EntityEvent.ANIMATION_EVENT, param);*/ }
public /*abstract*/ bool IsTrue(E_SkillTransition node_event) { if (_precondition == node_event) { return(true); } return(false); }
public static void OnUpdate(float dt) { if (_last_time < 0) { return; } _last_time += dt; if (_last_time > 3) { _last_time = 0; if (events.Count > 0) { E_SkillTransition name = events[0]; container.ReceiveTransitionEvent(name); events.RemoveAt(0); } else { _last_time = -1; } } }
// 接受内部事件 public void ReceiveWithInEvent(E_SkillTransition node_event) { SkillLog.Log("Time: {0} -----------------触发内部:[{1}]事件-----------------", TimeModule.FrameCount, node_event); _receive_event(node_event); }
public SkillPrecondition(E_SkillTransition precondition) { SetPrecondition(precondition); }
public void SetPrecondition(E_SkillTransition precondition) { _precondition = precondition; }
public SkillNode(E_SkillTransition transition_event) { _runing_state = RUNING_NONE; AddTransitionEvent(transition_event); }
// 添加触发事件 public void AddTransitionEvent(E_SkillTransition transition_event) { _start_transition = transition_event; }
public void SkillEvent(E_SkillTransition skillEvent) { Debug.LogError("暂停这一块"); }