//设置agent(武器的持有者实体) public virtual void setAgent(BaseEntity entity) { if (entity != null) { agent = entity as EntityMainPlayer; resetTrans(); } }
//玩家停止移动 private void onPlayerMovingEnd(Message msg) { if (player == null) { player = EntityMgr.Instance.getMainPlayer() as EntityMainPlayer; } if (player != null) { player.onPlayerMoveEnd(null); } }
//玩家移动 private void onPlayerMoving(Message msg) { Vector3 dir = (Vector3)msg["dir"]; MoveData dt = new MoveData(); dt.moveDir = dir; if (player == null) { player = EntityMgr.Instance.getMainPlayer() as EntityMainPlayer; } if (player != null) { player.onPlayerMove(dt); } }
//当接受到释放技能请求 private void onCastSkill(Message msg) { int skillId = (int)msg["skillId"]; if (dictSkillData == null) { initData(); } SkillItemUIData skillData = null; if (dictSkillData.ContainsKey(skillId)) { skillData = dictSkillData[skillId]; } EntityMainPlayer role = EntityMgr.Instance.getMainPlayer() as EntityMainPlayer; if (role != null) { if (skillData != null) { if (skillData.skillModeType == SkillModeType.baseSkill) { MessageCenter.Instance.SendMessage(MsgCmd.On_Combo_Release_Success, this); if (role.isCanChangeState(StateType.baseCombo)) { FSMArgs args = new FSMArgs(); args.comboSkills = getComboSkills(); role.onChangeState(StateType.baseCombo, args); } } else { FSMArgs args = new FSMArgs(); args.skillData = skillData; role.onReleaseSkill(skillId, args); } } } }