Пример #1
0
        public override void OnUse()
        {
            base.OnUse();
            if (this.m_heroProficiency != null)
            {
                this.m_heroProficiency.UnInit();
            }
            this.m_heroProficiency = null;
            this.multiKillNum      = 0;
            this.contiKillNum      = 0;
            this.contiDeadNum      = 0;
            this.bGodMode          = false;
            this.autoRevived       = false;
            byte b = 0;

            while ((int)b < this.m_talentArr.Length)
            {
                this.m_talentArr[(int)b] = 0u;
                b += 1;
            }
            this.m_skinCfgId     = 0u;
            this.m_skinId        = 0u;
            this.bDeadLevelUp    = false;
            this.skillEffectPath = string.Empty;
            this.CurOpMode       = OperateMode.DefaultMode;
        }
Пример #2
0
 public override void Deactive()
 {
     if (this.m_heroProficiency != null)
     {
         this.m_heroProficiency.UnInit();
     }
     this.m_heroProficiency = null;
     base.Deactive();
 }
Пример #3
0
 public override void Born(ActorRoot owner)
 {
     base.Born(owner);
     base.actor.MovementComponent = base.actor.CreateLogicComponent <PlayerMovement>(base.actor);
     base.actor.MatHurtEffect     = base.actor.CreateActorComponent <MaterialHurtEffect>(base.actor);
     base.actor.EffectControl     = base.actor.CreateLogicComponent <EffectPlayComponent>(base.actor);
     base.actor.EquipComponent    = base.actor.CreateLogicComponent <EquipComponent>(base.actor);
     base.actor.ShadowEffect      = base.actor.CreateActorComponent <UpdateShadowPlane>(base.actor);
     VCollisionShape.InitActorCollision(base.actor);
     base.actor.DefaultAttackModeControl    = base.actor.CreateLogicComponent <DefaultAttackMode>(base.actor);
     base.actor.LockTargetAttackModeControl = base.actor.CreateLogicComponent <LockTargetAttackMode>(base.actor);
     this.m_heroProficiency = new HeroProficiency();
     this.m_heroProficiency.Init(this);
 }
Пример #4
0
 public override void OnUse()
 {
     base.OnUse();
     if (this.m_heroProficiency != null)
     {
         this.m_heroProficiency.UnInit();
     }
     this.m_heroProficiency = null;
     this.multiKillNum      = 0;
     this.contiKillNum      = 0;
     this.contiDeadNum      = 0;
     this.bGodMode          = false;
     this.autoRevived       = false;
     for (byte i = 0; i < this.m_talentArr.Length; i = (byte)(i + 1))
     {
         this.m_talentArr[i] = 0;
     }
     this.m_skinCfgId = 0;
     this.m_skinId    = 0;
 }