/// <summary> /// 引导技能切换目标 /// </summary> private static void DisposeSkillChangeTargetBroadcast(SkillChangeTargetBroadcast result) { BaseEntity entity = GameplayManager.Instance.GetEntityManager().GetEntityById <BaseEntity>(result.CasterId); if (entity == null) { return; } if (entity.GetCurrSkillId() < 0 || entity.GetCurrSkillId() != (int)result.SkillId) //小于0 则不再释放中 { return; } BroadCastSkill_ChangeTargets bctarges = new BroadCastSkill_ChangeTargets(); uint skillid = result.SkillId; bctarges.skillId = (int)skillid; bctarges.targets = result.TargetList; bctarges.direction = result.TargetPosition; Leyoutech.Utility.DebugUtility.LogWarning("广播技能", string.Format("引导技能切换目标 SkillId = {0}", skillid)); entity.SendEvent(ComponentEventName.BroadCastSkill_ChangeTargets, bctarges); }
private static void Run(GameSession.BroadSkillInfoResponse message) { GameSession.BroadSkillInfoResponse.Types.Success success = message.Success; if (success != null) { SkillSelectTargetInfoBroadcast target_info = success.Success_.TargetInfo; //吟唱和引导技能开始 SkillEmitNodeBroadcast node_info = success.Success_.NodeInfo; //随机挂点同步 StopSkill stop_skill = success.Success_.StopSkill; //技能break GuideSkillEnd guide_end = success.Success_.GuideEnd; //引导技能正常结束 SkillChangeTargetBroadcast change_result = success.Success_.ChangeResult; //引导技能切换目标 AccumulationSkillEndBroadcast accumalation_end = success.Success_.AccumalationEnd; //蓄力技能蓄力结束(抬起按键) AccumulationSkillBegin accumulation_skill_begin = success.Success_.AccumulationSkillBegin; //蓄力技能蓄力开始(按下按键) AddBuf add_buf = success.Success_.AddBuf; //添加buf DeleteBuf delete_buf = success.Success_.DeleteBuf; //删除buf SyncClipInfo clip_info = success.Success_.ClipInfo; // 弹夹信息 // 处理吟唱和引导技能开始 if (target_info != null) { DisposeSkillSelectTargetInfoBroadcast(target_info); } // 随机挂点同步 if (node_info != null) { DisposeSkillEmitNodeBroadcast(node_info); } // 技能break if (stop_skill != null) { DisposeStopSkill(stop_skill); } // 引导技能正常结束 if (guide_end != null) { DisposeGuideSkillEnd(guide_end); } // 引导技能切换目标 if (change_result != null) { DisposeSkillChangeTargetBroadcast(change_result); } // 蓄力技能蓄力结束(抬起按键) if (accumalation_end != null) { DisposeAccumulationSkillEndBroadcast(accumalation_end); } // 蓄力技能蓄力开始(按下按键) if (accumulation_skill_begin != null) { DisposeAccumulationSkillBegin(accumulation_skill_begin); } //添加buf if (add_buf != null) { DisposeAddBuf(add_buf); } //删除buf if (delete_buf != null) { DisposeDeleteBuf(delete_buf); } //弹夹信息 if (clip_info != null) { DisposeSyncClipInfo(clip_info); } } }