public override void Init(FCObject owner) { base.Init(owner); //we must name the module of parry attack to ParryFire and ParrySuccess and ParryEnd _parryCost = _owner.ACOwner.ACGetAttackByName("ParryFire")._energyCost; _parrySuccessCost = _owner.ACOwner.ACGetAttackByName("ParrySuccess")._energyCost; }
public void Init(FCObject owner) { _owner = owner as ActionController; foreach (FCSkill es in _skills) { foreach (FCAttackConfig eac in es._attackConfigs) { eac.AttackModule = GetAttack(eac._attackModuleName); //bool isdefy = false; foreach (string ds in es._defyModule) { if (ds == eac.AttackModule._name) { eac.AttackModule.IsInDefy = true; break; } } } } for (int i = 0; i < _skillMaps.Length; i++) { FCSkillConfig[] sc = _skillMaps[i]._skillConfigs; for (int j = 0; j < sc.Length; j++) { sc[j].SkillModule = GetSkill(sc[j]._skillName); sc[j]._distanceMinSqrt = sc[j].SkillModule._attackConfigs[0].AttackModule._distanceMin * sc[j].SkillModule._attackConfigs[0].AttackModule._distanceMin; sc[j]._distanceMaxSqrt = sc[j].SkillModule._attackConfigs[0].AttackModule._distanceMax * sc[j].SkillModule._attackConfigs[0].AttackModule._distanceMax; } } WriteInfoToFirstAttack(); }
public OBJECT_ID(FCObject iobjw, FC_OBJECT_TYPE eot) { _id = tempObjID++; //iobjw.GetInstanceID(); _networkId = -1; _fcObj = iobjw; _objectType = eot; }
public void Init(FCObject owner) { _owner = owner as AIAgent; _currentRage = 0; _skillsForRage.Clear(); _owner.AttackCountAgent.GetRageSkills(ref _skillsForRage); if (_distanceFarForRage <= 0) { _disSqrtFar = -1; } else { _disSqrtFar = _distanceFarForRage * _distanceFarForRage; } if (_distanceNearForRage <= 0) { _disSqrtNear = -1; } else { _disSqrtNear = _distanceNearForRage * _distanceNearForRage; } foreach (RageCell rc in _rageEventAll) { rc.Init(this); } }
public void Init(FCObject owner) { _owner = owner; _isInMoveS = false; _isInMoveD = false; _isInNavPathFinding = false; _currentSpeed = 0; _moveDirection = Vector3.zero; _fastCommand = new FCCommand(); _thisRigidBody = _owner.rigidbody; if (_thisRigidBody != null) { _thisRigidBody.drag = 100; _thisRigidBody.isKinematic = true; } _currentMoveLengthCount = 0; _currentMoveLength = 0; _characterController = _owner.GetComponent <CharacterController>(); _fastCommand.Set(FCCommand.CMD.STOP, owner.ObjectID, FCCommand.STATE.RIGHTNOW, true); if (_navAgent != null) { _navAgent.radius = 0; _navAgent.enabled = false; _defaultRaduis = _navAgent.radius; } _rotateDirection = _owner.ThisTransform.forward; if (_fallHeight <= 0) { _fallHeight = 1; } //_gReadAccel.y = FC_CONST.REAL_G; }
public override void SetOwner(FCObject owner) { _owner = owner as ActionController; if (_owner) { _owner.RegisterToWeaponList(this); } }
public void Init(FCObject owner) { _owner = owner as AIAgent; _currentHitType = AttackHitType.None; _attackerType = FCWeapon.WEAPON_HIT_TYPE.NONE; _hurtInfoForClient = Quaternion.identity; _hurtInfoForClient2 = Quaternion.identity; }
public void Init(FCObject owner) { _owner = owner as AIAgent; _inState = false; _isOver = true; _currentSkillID = -1; _nextSkillID = -1; _attackAgent = _owner.ACOwner.ACGetAttackAgent(); }
public override void Init(FCObject owner) { base.Init(owner); _isRangerBullet = false; if (_path != null) { _seekPointMode = 1; } }
public void Init(FCObject owner) { _owner = owner as AIAgent; for (int i = 0; i < _keyCache.Length; i++) { _keyCache[i] = new KeyAndAction(); _keyCache[i]._beActive = true; _keyCache[i]._beEnable = true; } }
public void Init(FCObject owner) { _owner = owner as ActionController; for (int i = 0; i < _threatTable._length; i++) { _threatTable._threatList[i] = -1; _threatTable._targetList[i] = null; _threatTable._count = 0; } }
public virtual void Init(FCObject owner) { _owner = owner as ActionController; _faction = _owner.Faction; if (_shakeLevel == EnumShakeEffect.shake3_loop) { _haveShakeLoop = true; } else { _haveShakeLoop = false; } }
public void Init(FCObject owner) { _owner = owner as AIAgent; if (_owner.PathName != null && _owner.PathName != "") { GameObject gb = LevelManager.Singleton.PathManager.transform.FindChild(_owner.PathName).gameObject; _path = gb.GetComponent <FCPath>(); } if (_path) { _path.GetPath(out _realPathnodes); } }
public bool SendFast(ref FCCommand ewd, FCObject eb) { if (ewd._cmd == FCCommand.CMD.INVALID) { return(false); } if (ewd._cmd == FCCommand.CMD.ATTACK_HIT_TARGET) { ActionController ac = ewd._param1 as ActionController; if (ac.IsPlayerSelf) { //ac. } } return(eb.ObjectID.HandleCommand(ref ewd)); }
public void Init(FCObject owner) { _owner = owner as ActionController; _energyCurrent = _owner.Energy; if (LevelManager.Singleton.TotalCounter == null) { LevelManager.Singleton.TotalCounter = new float[(int)LevelManager.VarNeedCount.MAX]; } for (int i = 0; i < _skillTime.Length; i++) { //LevelManager.Singleton.TotalCounter[i+(int)LevelManager.VarNeedCount.SKILL_1_ENG_COST] = 2000; } LevelManager.Singleton.TotalCounter[(int)LevelManager.VarNeedCount.ENERGY_MAX] = _energyCurrent; _maxAttackPoint = _owner.Data.TotalAttack / 3; LevelManager.Singleton.TotalCounter[(int)LevelManager.VarNeedCount.ENERGY_CURRENT] = _energyCurrent; //_maxAttackPoint = _owner.Data.BaseDamage }
public void Init(FCObject owner) { _owner = owner as ActionController; forceRefresh = false; for (int i = 0; i < passiveSkills.Length; i++) { passiveSkills[i].beActive = false; } for (int i = 0; i < passiveSkillMaps.Length; i++) { foreach (FCPassiveSkillConfig psc in passiveSkillMaps[i]._skillConfigs) { psc.SkillModule = GetSkill(psc._skillName); psc.SkillModule.beActive = true; } } }
public override void Init(FCObject owner) { base.Init(owner); if (_battleCharEffect == null) { GameObject battleEffectPrefab = InJoy.AssetBundles.AssetBundles.Load(_battleEffectPrefabName, typeof(GameObject)) as GameObject; //create instance GameObject instance = GameObject.Instantiate(battleEffectPrefab) as GameObject; instance.transform.parent = _owner.ACOwner.ThisTransform; instance.transform.localPosition = Vector3.zero; instance.transform.localRotation = Quaternion.identity; instance.transform.localScale = new Vector3(1f, 1f, 1f); //get component _battleCharEffect = instance.GetComponentInChildren <BattleCharEffect>(); if (_battleCharEffect != null) { _battleCharEffect.PrepareEffect(); } } }
public void Init(FCObject owner) { _owner = owner as ActionController; }
public void Init(FCObject ewb) { _owner = ewb as ActionController; }
public override void Init(FCObject owner) { base.Init(owner); _parryCost = _owner.ACOwner.ACGetAttackByName("ParryFire")._energyCost; _parrySuccessCost = _owner.ACOwner.ACGetAttackByName("ParrySuccess")._energyCost; }
public void AddWatch(FCObject eobj) { _clients.Add(eobj); }
public override void Init(FCObject owner) { _owner = owner as AIAgent; }
public void Init(FCObject owner) { _owner = owner as ActionController; //EquipAll(); }
public override void Init(FCObject owner) { base.Init(owner); }
public void RemoveWatch(FCObject eobj) { _clients.Remove(eobj); }
public void Init(FCObject eb) { _owner = eb as AIAgent; _eotList.Clear(); _eotFlag = 0; }
public static bool IsNull(FCObject obj) // 检测对象是不是空指针 { return(false); }
public override void Init(FCObject owner) { base.Init(owner); _isRangerBullet = true; }
public virtual void SetOwner(FCObject owner) { }
public override void Init(FCObject owner) { base.Init(owner); _owner.ACOwner._onACDead += OnACOwnerDead; }