示例#1
0
    void CheckActorDistance(Actor target, float[] param)
    {
        if (target.Type == ActorType.enNPC)
        {
            NPC npc = target as NPC;
            if (npc.GetNpcType() == ENNpcType.enBlockNPC ||
                npc.GetNpcType() == ENNpcType.enFunctionNPC)
            {
                return;
            }
        }
        else if (target.Type == ActorType.enMain)
        {
            if (target.IsActorExit)
            {
                return;
            }
        }
        if (target.IsDead)
        {
            return;
        }
        if (!ActorTargetManager.IsEnemy(mSelfActor, target))
        {
            return;
        }
        float distance = ActorTargetManager.GetTargetDistance(mSelfActor.RealPos, target.RealPos);

        if (distance <= param[1])//拖拽生效半径
        {
            Vector3        targetPos = mSelfActor.MainPos;
            DragMoveAction action    = target.ActionControl.AddAction(DragMoveAction.SGetActionType()) as DragMoveAction;
            if (null != action)
            {
                action.Init(targetPos, param[2], param[3]);//拖拽偏移量,拖拽速度
            }
            else
            {
                Debug.LogWarning("add DragMoveAction failed");
            }
        }
    }
示例#2
0
    private ActorAction CreateObj(ActorAction.ENType newType)
    {
        ActorAction action = m_pool.GetObjectFromPool(newType) as ActorAction;

        if (action != null)
        {
            return(action);
        }
        switch (newType)
        {
        case ActorAction.ENType.enStandAction:
            action = new StandAction();
            break;      //站立

        case ActorAction.ENType.enMoveAction:
            action = new MoveAction();
            break;              //移动

        case ActorAction.ENType.enAttackAction:
            action = new AttackAction();
            break;              //攻击

        case ActorAction.ENType.enSpasticityAction:
            action = new SpasticityAction();
            break;              //被动僵直

        case ActorAction.ENType.enBeAttackAction:
            action = new BeAttackAction();
            break;              //受击

        case ActorAction.ENType.enUndownAction:
            action = new UndownAction();
            break;              //霸体

        case ActorAction.ENType.enDeadAction:
            action = new DeadAction();
            break;              //死亡

        case ActorAction.ENType.enReliveAction:
            action = new ReliveAction();
            break;              //复活

        case ActorAction.ENType.enPlayEffectAction:
            action = new PlayEffectAction();
            break;              //播放特效

        case ActorAction.ENType.enSearchEnemyAction:
            //action = new SearchEnemyAction();
            break;              //搜索敌人

        case ActorAction.ENType.enTeleportAction:
            action = new TeleportAction();
            break;              //瞬移

        case ActorAction.ENType.enControlMoveAction:
            action = new ControlMoveAction();
            break;    //控制技能定身

        case ActorAction.ENType.enHoldDownAction:
            action = new HoldDownAction();
            break;            //按下状态

        case ActorAction.ENType.enSelfSpasticityAction:
            action = new SelfSpasticityAction();
            break;      //主动僵直

        case ActorAction.ENType.enAlertAction:
            action = new AlertAction();
            break;          //警戒

        case ActorAction.ENType.enJumpinAction:
            action = new JumpinAction();
            break;      //入场

        case ActorAction.ENType.enJumpoutAction:
            action = new JumpoutAction();
            break;       //退场

        case ActorAction.ENType.enRollAction:
            action = new RollAction();
            break;     //翻滚

        case ActorAction.ENType.enFakeBeAttackAction:
            action = new FakeBeAttackAction();
            break;     //假受击

        case ActorAction.ENType.enActorExitAction:
            action = new ActorExitAction();
            break; //主控角色退场

        case ActorAction.ENType.enActorEnterAction:
            action = new ActorEnterAction();
            break; //主控角色入场

        case ActorAction.ENType.enControlAttackAction:
            action = new ControlAttackAction();
            break; //不能攻击

        case ActorAction.ENType.enControlBeAttackAction:
            action = new ControlBeAttackAction();
            break; //不能受击

        case  ActorAction.ENType.enAttackingMoveAction:
            action = new AttackingMoveAction();
            break;//攻击时移动

        case  ActorAction.ENType.enDragMoveAction:
            action = new DragMoveAction();
            break;//拖拽

        default:
            throw new Exception("Miss Action Create for" + newType.ToString());
        }
        return(action);
    }