示例#1
0
        public static void PlayAnimation(I_EntityInTrigger entity, string animationName)
        {
            PlayAnimationEventData data = EventDataFactory.Pop <PlayAnimationEventData>();

            data.animation_name = animationName;
            entity.RaiseEvent(E_EntityInTrigger.PLAY_ANIMATION, data);
        }
示例#2
0
        /// <summary>
        /// 内部触发事件,改变人物状态
        /// </summary>
        public static void ChangeInEntityState(I_EntityInTrigger entity, E_StateId state, bool force = false)
        {
            ChangeEntityStateEventData data = EventDataFactory.Pop <ChangeEntityStateEventData>();

            data.state_id = state;
            data.force    = force;
            entity.RaiseEvent(E_EntityInTrigger.CHANGE_STATE, data);
        }
示例#3
0
        public override void OnEnter(BlackBoard blackboard)
        {
            LogEnter();
            PlayCameraShakeEventSkill data = EventDataFactory.Pop <PlayCameraShakeEventSkill>();

            GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_shake, data);
            Finish();
        }
示例#4
0
 public override void OnEnter(BlackBoard blackboard)
 {
     if (_data == null)
     {
         _data = EventDataFactory.Pop <PlayCameraMotionBlurEffectEventSkill>();
     }
     GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_effect_motion_blur, _data);
     Finish();
 }
示例#5
0
        public override void OnEnter(BlackBoard blackboard)
        {
            PlayAnimationEventData data = EventDataFactory.Pop <PlayAnimationEventData>();

            data.animation_name = _animationName;
            RaiseEvent(E_EntityInTrigger.PLAY_ANIMATION, data);
            LogEnter();
            //Finish();
        }
示例#6
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        public override void OnEnter(BlackBoard blackboard)
        {
            LogEnter();
            EntityExportToTargetData data = EventDataFactory.Pop <EntityExportToTargetData>();

            _export_to_target_damage(data, blackboard as EntityBlackBoard);
            EventDataFactory.Push(data);
            Finish();
        }
示例#7
0
        public float _distance;                           // 完成的最小距离

        public override void OnEnter(BlackBoard blackboard)
        {
            LogEnter();
            MoveToTargetPositionData data = EventDataFactory.Pop <MoveToTargetPositionData>();

            data.speed    = 10f;
            data.distance = 1;
            RaiseEvent(E_EntityInTrigger.MOVE_TO_TARGET_POSITION, data);
            Finish();
        }
示例#8
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        public string _effectName;             //特效名称
        //public GameObject bing_obj;            //绑定的GameObject
        public override void OnEnter(BlackBoard blackboard)
        {
            LogEnter();
            PlayEffectEventSkill data = EventDataFactory.Pop <PlayEffectEventSkill>();

            data.effect_name = _effectName;
            //data.bing_obj = bing_obj;
            RaiseEvent(E_EntityInTrigger.PLAY_EFFECT, data);
            Finish();
        }
示例#9
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        public float _degree;        //角度

        #endregion

        #region override

        public override void OnEnter(BlackBoard blackboard)
        {
            LogEnter();
            EntityFindTargetData data = EventDataFactory.Pop <EntityFindTargetData>();

            data.degree = _degree;
            data.radius = _radius;
            _find_target(blackboard as EntityBlackBoard, data);
            Finish();
        }
示例#10
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        public override void OnEnter(EntityBlackBoard blackboard)
        {
            LogEnter();

            PlaySoundEventData data = EventDataFactory.Pop <PlaySoundEventData>();

            data.sound_name = sound_name;
            data.position   = _position;

            RaiseEvent(E_EntityInTrigger.PLAY_SOUND, data);
            Finish();
        }
示例#11
0
        public override void OnEnter(BlackBoard blackboard)
        {
            //LogEnter();
            PlayCameraRadialBlurEffectEventSkill data = EventDataFactory.Pop <PlayCameraRadialBlurEffectEventSkill>();

            data.duration = duration;
            data.fade_in  = fade_in;
            data.fade_out = fade_out;
            data.strength = strength;

            GameEventSystem.Instance.RaiseEvent(E_GLOBAL_EVT.camera_effect_radial_blur, data);
            Finish();
        }