private bool SendRequestUseSkillDir(Skill readySkillObj) { VInt3 vInt = VInt3.one; BaseAttackMode currentAttackMode = this.Actor.handle.ActorControl.GetCurrentAttackMode(); FrameCommand <UseDirectionalSkillCommand> frameCommand = FrameCommandFactory.CreateCSSyncFrameCommand <UseDirectionalSkillCommand>(); if (currentAttackMode != null) { vInt = currentAttackMode.SelectSkillDirection(this); } frameCommand.cmdData.SlotType = this.SlotType; if (vInt.x == 0 && vInt.z == 0) { vInt = this.Actor.handle.forward; } short degree = (short)((double)(IntMath.atan2(-vInt.z, vInt.x).single * 180f) / 3.1416); frameCommand.cmdData.Degree = degree; if (!this.skillIndicator.GetSkillBtnDrag()) { frameCommand.cmdData.dwObjectID = this.skillTargetId; } frameCommand.Send(); return(true); }
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); }