public void Execute(Ientity entity)
 {
     if (EntityStrategyHelper.IsTick(entity, 3.0f))
     {
         entity.OnFSMStateChange(EntityFreeFSM.Instance);
     }
 }
Пример #2
0
        //按功能键
        private void OnCutBarBtnFunc(int ie, bool isDown)
        {
            if (isDown)
            {
                return;
            }
            switch ((ShortCutBarBtn)ie)
            {
            case ShortCutBarBtn.BTN_AUTOFIGHT:
                if (JxBlGame.Instance == null)
                {
                    GameObject target = GameObject.Find("Dongfashi_5(Clone)");
                    Ientity    entity = PlayerManager.Instance.LocalPlayer;
                    Vector3    pos    = target.transform.position;
                    //Quaternion dir = entity.RealEntity.transform.rotation - target.transform.rotation;
                    Vector3 dir = entity.EntityFSMDirection;
                    //int skillid = 120002;//鬼武士攻击 skillcfg编号
                    int skillid = 1100301;                            //鬼武士攻击 skillcfg_manager编号
                    entity.EntityFSMChangeDataOnPrepareSkill(pos, dir, skillid, null);
                    entity.OnFSMStateChange(EntityReleaseSkillFSM.Instance);
                    //entity.RealEntity.PlayerAttackAnimation();

                    //计算攻击距离
                    //输出特效

                    string absortActPath = "effect/skill/hit/Hitcutlight";
                    BlGame.Effect.EffectManager.Instance.CreateNormalEffect(absortActPath, target);
                }
                else
                {
                    CGLCtrl_GameLogic.Instance.GameAutoFight();
                }
                break;

            case ShortCutBarBtn.BTN_CHANGELOCK:
                OnLockEnemySoldier();
                break;
            }
        }