public void UseSkill(Skill skill, Bio target, Vec3 targetPoint) { if (!this.CanUseSkill(skill)) { LLogger.Log("skill:{0} can not use.", skill.id); return; } if (skill.castType == CastType.Target && (target == null || target.isDead)) { return; } switch (skill.castType) { case CastType.Target: case CastType.Point: this.Pursue(skill, target, skill.castType == CastType.Immediately ? this.property.position : targetPoint); break; case CastType.Immediately: case CastType.Dash: this.Attack(skill, target, skill.castType == CastType.Immediately ? this.property.position : targetPoint); break; } }
public void Push(FSMStateType type, object[] param = null) { if (this.enableDebug) { LLogger.Log("Change state:{0}", type); } if (!this._states.ContainsKey(type)) { LLogger.Log("State '{0}' not found.", type); } else { this.Push(this._states[type], param); } }
private bool InternalChangeState(FSMState state, bool force = false, object[] param = null) { if (!force && this.currState == state) { return(false); } if (this.enableDebug) { LLogger.Log("Change state:{0}", state.type); } this.previousState = this.currState; this.currState?.Exit(); this.currState = state; this.currState?.Enter(param); return(true); }
public virtual void Foo1(string s) { LLogger.Log("s:" + s); }
public void Foo(bool b) { LLogger.Log("b:" + b); }
public virtual void Foo(int i) { LLogger.Log("i:" + i); }