public void UpdateLogic(int delta) { if (this.bActive) { if ((this._bInitVisibleDelay > 0) && ((this._bInitVisibleDelay = (byte)(this._bInitVisibleDelay - 1)) == 0)) { this.Visible = true; } if (this.ActorControl != null) { this.ActorControl.UpdateLogic(delta); } if (this.ValueComponent != null) { this.ValueComponent.UpdateLogic(delta); } if (this.EquipComponent != null) { this.EquipComponent.UpdateLogic(delta); } if (this.HurtControl != null) { this.HurtControl.UpdateLogic(delta); } if (this.MovementComponent != null) { this.MovementComponent.UpdateLogic(delta); } if (this.SkillControl != null) { this.SkillControl.UpdateLogic(delta); } if (this.AnimControl != null) { this.AnimControl.UpdateLogic(delta); } if (this.BuffHolderComp != null) { this.BuffHolderComp.UpdateLogic(delta); } if (this.EffectControl != null) { this.EffectControl.UpdateLogic(delta); } if (this.HorizonMarker != null) { this.HorizonMarker.UpdateLogic(delta); } if (this.ActorControl != null) { BaseAttackMode currentAttackMode = this.ActorControl.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.UpdateLogic(delta); } } } }
protected override void OnDead() { base.OnDead(); this.contiKillNum = 0; this.contiDeadNum++; base.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = base.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }
private bool SendRequestUseSkillDir(Skill readySkillObj) { VInt3 one = VInt3.one; BaseAttackMode currentAttackMode = this.Actor.handle.ActorControl.GetCurrentAttackMode(); FrameCommand <UseDirectionalSkillCommand> command = FrameCommandFactory.CreateCSSyncFrameCommand <UseDirectionalSkillCommand>(); if (currentAttackMode != null) { one = currentAttackMode.SelectSkillDirection(this); } command.cmdData.SlotType = this.SlotType; command.cmdData.Direction = one; command.cmdData.iSkillID = readySkillObj.SkillID; command.Send(true); return(true); }
protected override void OnDead() { base.OnDead(); PoolObjHandle <ActorRoot> poolObjHandle = (!this.myLastAtker) ? this.myLastAtker : this.myLastAtker.get_handle().ActorControl.GetOrignalActor(); if ((poolObjHandle && poolObjHandle.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero()) { this.contiKillNum = 0; } this.contiDeadNum++; this.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = this.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }
private bool SendRequestUseSkillTarget(Skill readySkillObj) { uint num = 0u; BaseAttackMode currentAttackMode = this.Actor.handle.ActorControl.GetCurrentAttackMode(); FrameCommand <UseObjectiveSkillCommand> frameCommand = FrameCommandFactory.CreateCSSyncFrameCommand <UseObjectiveSkillCommand>(); if (currentAttackMode != null) { num = currentAttackMode.SelectSkillTarget(this); } if (num == 0u) { return(false); } frameCommand.cmdData.ObjectID = num; frameCommand.cmdData.SlotType = this.SlotType; frameCommand.Send(); return(true); }
private bool SendRequestUseSkillPos(Skill readySkillObj) { bool flag = false; VInt3 zero = VInt3.zero; BaseAttackMode currentAttackMode = this.Actor.handle.ActorControl.GetCurrentAttackMode(); FrameCommand <UsePositionSkillCommand> frameCommand = FrameCommandFactory.CreateCSSyncFrameCommand <UsePositionSkillCommand>(); if (currentAttackMode != null) { flag = currentAttackMode.SelectSkillPos(this, out zero); } if (flag) { frameCommand.cmdData.Position = new VInt2(zero.x, zero.z); frameCommand.cmdData.SlotType = this.SlotType; frameCommand.Send(); return(true); } return(false); }
protected override void OnDead() { base.OnDead(); if (!this.m_reviveContext.bEnable) { PoolObjHandle <ActorRoot> ptr = this.myLastAtker ? this.myLastAtker.handle.ActorControl.GetOrignalActor() : this.myLastAtker; if ((ptr && ptr.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero()) { this.contiKillNum = 0; } this.contiDeadNum++; } this.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = this.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }