Пример #1
0
 public void UpdateLogic(int nDelta)
 {
     for (int i = 0; i < this.talentCount; i++)
     {
         PassiveSkill skill = this.TalentObjArray[i];
         if (skill != null)
         {
             skill.UpdateLogic(nDelta);
         }
     }
 }
Пример #2
0
 public void ChangePassiveParam(int _id, int _index, int _value)
 {
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null && passiveSkill.SkillID == _id)
         {
             passiveSkill.ChangeEventParam(_index, _value);
         }
     }
 }
Пример #3
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 public void UnInit()
 {
     for (int i = 0; i < 6; i++)
     {
         PassiveSkill skill = this.TalentObjArray[i];
         if ((skill != null) && (skill.passiveEvent != null))
         {
             skill.passiveEvent.UnInit();
         }
     }
 }
Пример #4
0
 public void UpdateLogic(int nDelta)
 {
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null)
         {
             passiveSkill.UpdateLogic(nDelta);
         }
     }
 }
Пример #5
0
 public void UnInit()
 {
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null && passiveSkill.passiveEvent != null)
         {
             passiveSkill.passiveEvent.UnInit();
         }
     }
 }
Пример #6
0
 public int GetTalentCDTime(int _talentID)
 {
     for (int i = 0; i < 6; i++)
     {
         PassiveSkill skill = this.TalentObjArray[i];
         if ((skill != null) && (skill.SkillID == _talentID))
         {
             return(skill.GetCDTime());
         }
     }
     return(0);
 }
Пример #7
0
 public void Reset()
 {
     this.actor.Validate();
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null)
         {
             passiveSkill.Reset();
         }
     }
 }
Пример #8
0
 public virtual void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     this.sourceActor  = _actor;
     this.passiveSkill = _skill;
     this.cfgData      = _skill.cfgData;
     this.deltaTime    = 0;
     for (int i = 0; i < this.conditions.Count; i++)
     {
         this.conditions[i].Init(this.sourceActor, this, ref this.cfgData.astPassiveConditon[i]);
     }
     this.SetEventParam();
 }
Пример #9
0
 public int GetTalentCDTime(int _talentID)
 {
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null && passiveSkill.SkillID == _talentID)
         {
             return(passiveSkill.GetCDTime());
         }
     }
     return(0);
 }
Пример #10
0
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.Init(_actor, _skill);
     this.curDistance     = 0;
     this.curTriggerCount = 0;
     this.bDashingState   = false;
     this.triggerDistance = base.localParams[0];
     this.maxTriggerCount = base.localParams[1];
     this.minMoveSpeed    = base.localParams[2];
     this.layerEffectID   = base.localParams[3];
     this.groupEffectID   = base.localParams[4];
 }
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.Init(_actor, _skill);
     this.startTime       = 0;
     this.curTriggerCount = 0;
     this.totalTime       = this.localParams[0];
     this.maxTriggerCount = this.localParams[1];
     this.bActive         = true;
     if (this.maxTriggerCount <= 0)
     {
         this.maxTriggerCount = 2147483647;
     }
 }
Пример #12
0
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.Init(_actor, _skill);
     this.distanceThreshold[0] = this.localParams[0];
     this.distanceThreshold[1] = this.localParams[1];
     this.skillCombineID[0]    = this.localParams[2];
     this.skillCombineID[1]    = this.localParams[3];
     this.skillCombineID[2]    = this.localParams[4];
     this.lastInterval         = -1;
     this.curInterval          = 0;
     this.intervalSwitch       = false;
     this.GetCallMonster();
 }
Пример #13
0
 public virtual void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     this.sourceActor = _actor;
     this.triggerActor.Release();
     this.passiveSkill = _skill;
     this.cfgData      = _skill.cfgData;
     this.deltaTime    = 0;
     for (int i = 0; i < this.conditions.get_Count(); i++)
     {
         PassiveCondition passiveCondition = this.conditions.get_Item(i);
         passiveCondition.Init(this.sourceActor, this, ref this.cfgData.astPassiveConditon[i]);
     }
     this.SetEventParam();
 }
Пример #14
0
 public void Init(ref PoolObjHandle <ActorRoot> _actor, Skill skill, PassiveSkill passive)
 {
     this.Actor             = _actor;
     this.IsCDReady         = true;
     this.CurSkillCD        = 0;
     this.SkillObj          = skill;
     this.InitSkillObj      = skill;
     this.NextSkillObj      = null;
     this.SkillObj.SlotType = this.SlotType;
     this.PassiveSkillObj   = passive;
     if (this.PassiveSkillObj != null)
     {
         this.PassiveSkillObj.SlotType = this.SlotType;
     }
 }
Пример #15
0
 public void InitTalent(int _talentID)
 {
     if (this.talentCount < 6)
     {
         PassiveSkill skill = new PassiveSkill(_talentID, this.actor);
         for (int i = 0; i < 6; i++)
         {
             if (this.TalentObjArray[i] == null)
             {
                 this.TalentObjArray[i] = skill;
                 this.talentCount++;
                 return;
             }
         }
     }
 }
Пример #16
0
 public void RemoveTalent(int _talentID)
 {
     for (int i = 0; i < 10; i++)
     {
         PassiveSkill passiveSkill = this.TalentObjArray[i];
         if (passiveSkill != null && passiveSkill.SkillID == _talentID)
         {
             if (passiveSkill.passiveEvent != null)
             {
                 passiveSkill.passiveEvent.UnInit();
             }
             this.TalentObjArray[i] = null;
             this.talentCount--;
         }
     }
 }
Пример #17
0
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.Init(_actor, _skill);
     this.speedThreshold[0] = this.localParams[0];
     this.speedThreshold[1] = this.localParams[1];
     this.skillCombineID[0] = this.localParams[2];
     this.skillCombineID[1] = this.localParams[3];
     this.skillCombineID[2] = this.localParams[4];
     this.lastInterval      = -1;
     this.curInterval       = 0;
     this.AtkSpeedChange();
     if (_actor)
     {
         _actor.handle.ValueComponent.mActorValue[RES_FUNCEFT_TYPE.RES_FUNCEFT_ATKSPDADD].ChangeEvent += new ValueChangeDelegate(this.AtkSpeedChange);
     }
 }
Пример #18
0
 public void InitTalent(int _talentID)
 {
     if (this.talentCount < 10)
     {
         PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor);
         for (int i = 0; i < 10; i++)
         {
             if (this.TalentObjArray[i] == null)
             {
                 passiveSkill.SlotType  = SkillSlotType.SLOT_SKILL_COUNT;
                 this.TalentObjArray[i] = passiveSkill;
                 this.talentCount++;
                 return;
             }
         }
     }
 }
Пример #19
0
 public void InitTalent(int _talentID, int _cdTime)
 {
     if (this.talentCount < 10)
     {
         PassiveSkill skill = new PassiveSkill(_talentID, this.actor);
         for (int i = 0; i < 10; i++)
         {
             if (this.TalentObjArray[i] == null)
             {
                 this.TalentObjArray[i] = skill;
                 this.talentCount++;
                 skill.InitCDTime(_cdTime);
                 return;
             }
         }
     }
 }
Пример #20
0
 public void InitTalent(int _talentID, int _cdTime)
 {
     if (this.talentCount < 10)
     {
         PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor);
         passiveSkill.SlotType = SkillSlotType.SLOT_SKILL_VALID;
         for (int i = 0; i < 10; i++)
         {
             if (this.TalentObjArray[i] == null)
             {
                 this.TalentObjArray[i] = passiveSkill;
                 this.talentCount++;
                 passiveSkill.InitCDTime(_cdTime);
                 return;
             }
         }
     }
 }
Пример #21
0
 public void InitSkillSlot(int _slotType, int _skillID, int _passiveID)
 {
     if (base.actorPtr == 0)
     {
         DebugHelper.Assert(base.actorPtr == 1);
     }
     else
     {
         Skill        skill   = new Skill(_skillID);
         PassiveSkill passive = null;
         if (_passiveID != 0)
         {
             passive = new PassiveSkill(_passiveID, base.actorPtr);
         }
         SkillSlot slot = new SkillSlot((SkillSlotType)_slotType);
         slot.Init(ref this.actorPtr, skill, passive);
         slot.InitSkillControlIndicator();
         this.SkillSlotArray[_slotType] = slot;
     }
 }
Пример #22
0
 public void InitTalent(int _talentID, SKILL_USE_FROM_TYPE skillUseFrom = SKILL_USE_FROM_TYPE.SKILL_USE_FROM_TYPE_SKILL, uint uiFromId = 0u)
 {
     if (this.talentCount < 10)
     {
         PassiveSkill passiveSkill = new PassiveSkill(_talentID, this.actor);
         if (passiveSkill.skillContext != null)
         {
             passiveSkill.skillContext.uiFromId     = uiFromId;
             passiveSkill.skillContext.skillUseFrom = skillUseFrom;
         }
         for (int i = 0; i < 10; i++)
         {
             if (this.TalentObjArray[i] == null)
             {
                 this.TalentObjArray[i] = passiveSkill;
                 this.talentCount++;
                 return;
             }
         }
     }
 }
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     this.bTriggerFlag = false;
     base.Init(_actor, _skill);
 }
Пример #24
0
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.deltaTime  = 0;
     this.bExistBuff = false;
     base.Init(_actor, _skill);
 }
Пример #25
0
 public override void Init(PoolObjHandle <ActorRoot> _actor, PassiveSkill _skill)
 {
     base.Init(_actor, _skill);
     this.randomRate = this.localParams[0];
 }