Пример #1
0
 public void OnFinish()
 {
     _cur_node   = null;
     _next_index = _childnodes.Count;
     _skill_container.OnFinish();
     SkillLog.Log("Time:{0}-----------------------------序列结束[{1}]-----------------------------", TimeModule.FrameCount, des);
 }
Пример #2
0
        public bool CastSkill(int id)
        {
            if (!_map.ContainsKey(id))
            {
                return(false);
            }
            SkillLog.Log("======================释放技能:[{0}]======================", id);
            _currSequece = _map[id];
            _currSequece.Start(_entity);

            /* //if (!CanCastSkill()) return false;
             * EntityEventFactory.ChangeInEntityState(_entity, E_StateId.attack);
             * //SkillLog.Assert(!_test, "释放技能bug:[{0}]", id);
             * SkillLog.Log("======================释放技能:[{0}]======================", id);
             * //_test = true;
             * _canCastSkill = false;
             *
             * _currSequece = SkillFactory.Create();
             * _currSequece.GetBlackBorad().SetValue(SequenceSelfConst.TARGET_POSITION1, new Vector3(1.87f, 0.1f, 3.76f));
             *
             * _currSequece.GetBlackBorad().SetValue(SequenceSelfConst.TARGET_POSITION2, _entity.EntityController.WroldPosition);
             *
             * _currSequece.GetBlackBorad().SetValue(SequenceSelfConst.TARGET_SELF_ENTITY, _entity);
             * _currSequece.Start();*/
            return(true);
        }
Пример #3
0
 public void OnStart()
 {
     SkillLog.Log("Time:{0}-----------------------------序列开始[{1}]-----------------------------", TimeModule.FrameCount, des);
     _reset_sequence();
     DoActionNext();
     ReceiveWithInEvent(E_SkillTransition.START);
 }
Пример #4
0
        protected virtual void OnEnter()
        {
            if (_runing_state != RUNING_START)
            {
                SkillLog.Log("OnEnter当前节点状态{0}错误,必须等级1", _runing_state);
                return;
            }
            _runing_state = RUNING_ENTER;

            SkillLog.LogEnter(this);
            // 1.遍历当前节点下的所有叶子节点
            int length = _actions.Count;
            // 所有动作执行的总结果 只有总结过为true的时候才会过度到下一个状态
            bool all_action_result = true;

            for (int i = 0; i < length; i++)
            {
                _actions[i].OnEnter(GetBlackboard());
                if (!_actions[i].IsFinish())
                {
                    all_action_result = false;
                }
            }

            // 如果所有叶子节点都已经执行完毕。那么发送结束事件
            if (all_action_result)
            {
                _on_finish_node();
            }
        }
Пример #5
0
        // 改变当前玩家状态
        public void ChangeState(EventSetData param)
        {
            ChangeEntityStateEventData data = param as ChangeEntityStateEventData;

            if (data == null)
            {
                return;
            }
            if (GetState() == data.state_id && !data.force)
            {
                return;
            }
            SkillLog.Log("之前状态:{0},改变之后状态:{1}", GetState(), data.state_id);
            PerformTransition(data.state_id);
        }
Пример #6
0
        protected virtual void OnExit()
        {
            if (_runing_state < RUNING_ENTER)
            {
                SkillLog.Log("OnExit当前节点状态{0}错误,必须大于2", _runing_state);
                return;
            }
            _runing_state = RUNING_EXIT;
            int length = _actions.Count;

            for (int i = 0; i < length; i++)
            {
                _actions[i].OnExit(GetBlackboard());
            }
            SkillLog.LogExit(this);
        }
Пример #7
0
        public bool CastSkill(int id)
        {
            if (!CanCastSkill())
            {
                return(false);
            }
            EntityEventFactory.ChangeInEntityState(_entity, E_StateId.attack);
            SkillLog.Assert(!_test, "释放技能bug:[{0}]", id);
            SkillLog.Log("======================释放技能:[{0}]======================", id);
            _test           = true;
            _can_cast_skill = false;
            // TODO QAQ:有bug的可能性很大,例如技能释放到一半的时候,释放了另外一个技能,这样就需要破坏掉原来的技能
            _curr_sequece = _sequence_map[id];
            //_curr_sequece.OnStart();
            _last_time = TimeModule.RealtimeSinceStartup;

            return(true);
        }
Пример #8
0
 // 接受内部事件
 public void ReceiveWithInEvent(E_SkillTransition node_event)
 {
     SkillLog.Log("Time: {0} -----------------触发内部:[{1}]事件-----------------", TimeModule.FrameCount, node_event);
     _receive_event(node_event);
 }
Пример #9
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 public void SkillStart()
 {
     //AnimatorStateInfo anim_info = animator.GetCurrentAnimatorStateInfo(0);
     SkillLog.Log("=================Animation触发事件:[{0}]", E_SkillTransition.ANIM_START);
     SkillEvent(E_SkillTransition.START);
 }
Пример #10
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 public void SkillFinish()
 {
     SkillLog.Log("=================Animation触发事件:[{0}]", E_SkillTransition.ANIM_FINISH);
     SkillEvent(E_SkillTransition.ANIM_FINISH);
 }
Пример #11
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 public void SkillHit()
 {
     SkillLog.Log("=================Animation触发事件:[{0}]", E_SkillTransition.ANIM_HIT);
     SkillEvent(E_SkillTransition.ANIM_HIT);
 }
Пример #12
0
 public void SkillEvent02()
 {
     SkillLog.Log("=================Animation触发事件:[{0}]", E_SkillTransition.ANIM_EVENT02);
     SkillEvent(E_SkillTransition.ANIM_EVENT02);
 }
Пример #13
0
 public virtual void OnStart()
 {
     SkillLog.LogStart(this);
     _runing_state = RUNING_START;
 }
Пример #14
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 // 释放技能普攻
 public void ReleaseSkill()
 {
     SkillLog.Log("======================释放技能控制======================");
     _test           = false;
     _can_cast_skill = true;
 }