public void PotencyProcess(Msg_OtherCharSkillStance _stance) { m_Potency.PotencyProcess(_stance); }
public StanceInfo(Msg_OtherCharSkillStance _stance) { #if _STANCE m_StanceSkill = _stance.stanceSkill_; m_SkillLevel = _stance.stanceLevel_; m_StancePotency = _stance.stancePotencyIdx_; #endif }
public void PotencyProcess(Msg_OtherCharSkillStance _stance) { Tbl_Skill_Record skillRecord = AsTableManager.Instance.GetTbl_Skill_Record( _stance.stanceSkill_); Tbl_SkillLevel_Record skillLvRecord = AsTableManager.Instance.GetTbl_SkillLevel_Record( _stance.stanceLevel_, _stance.stanceSkill_); if( skillRecord != null && skillLvRecord != null) { Tbl_Skill_Potency potency = skillRecord.listSkillPotency[_stance.stancePotencyIdx_]; Tbl_SkillLevel_Potency lvPotency = skillLvRecord.listSkillLevelPotency[_stance.stancePotencyIdx_]; int potencyIdx = lvPotency.Potency_EffectIndex; if(PlayPotency(potencyIdx) == false) { Debug.LogError("PotencyProcessor: delivered message is Msg_OtherCharSkillStance(Skill level table record:[Skill_GroupIndex:" + skillLvRecord.Skill_GroupIndex + "][skill level:" + skillLvRecord.Skill_Level + "]"); } if( potency.Potency_Type == ePotency_Type.Balloon) m_Owner.HandleMessage( new Msg_BalloonIndicate( lvPotency)); } }
public Msg_OtherCharAttackNpc1( Msg_OtherCharSkillStance _stance) { sessionId_ = _stance.sessionIdx_; charUniqKey_ = _stance.charUniqKey_; npcIdx_ = new int[TargetDecider.MAX_SKILL_TARGET]; mainCharUniqKey_ = new uint[TargetDecider.MAX_SKILL_TARGET]; skillTableIdx_ = _stance.stanceSkill_; skillLevel_ = _stance.stanceLevel_; ready_ = true; skillLv_ = AsTableManager.Instance.GetTbl_SkillLevel_Record( skillLevel_, skillTableIdx_); skill_ = AsTableManager.Instance.GetTbl_Skill_Record( skillLv_.Skill_GroupIndex); action_ = AsTableManager.Instance.GetTbl_Action_Record( skillLv_.SkillAction_Index); actionTableIdx_ = action_.Index; }