示例#1
0
 public void Init <T, U>(T caster, U target, Attribute attribute = null, SkillComplate complate = null)
     where T : Entity
     where U : Entity
 {
     this.Target     = target;
     this.Caster     = caster;
     this.Attribute  = Attribute ?? attribute;
     this.m_Complate = complate;
 }
示例#2
0
 public void Init <T, U>(T caster, U target, SkillData skillData, VarVector3 effectpos = null, SkillComplate complate = null)
     where T : PlayerBase
     where U : PlayerBase
 {
     this.Target      = target;
     this.Caster      = caster;
     this.SkillData   = skillData;
     this.m_Complate  = complate;
     this.m_EffectPos = effectpos;
 }
示例#3
0
        /// <summary>
        /// 技能的合法性验证, 通过TrigSkill返回触发的技能
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="caster">施法者</param>
        /// <param name="target">目标</param>
        /// <param name="trig">技能触发</param>
        /// <param name="complate">技能完成回掉</param>
        public void Verify(int skillId, Entity caster, Entity target, TrigSkill trig, SkillComplate complate)
        {
            //查阅技能
            if (!m_Skills.ContainsKey(skillId))
            {
                throw new KeyNotFoundException(string.Format("{0} 不在技能表"));
            }
            SkillTable skilldata = m_Skills[skillId];
            //根据技能表组装技能属性
            Attribute attribue = new Attribute();

            attribue.CostMp = skilldata.Cost;

            //使用技能属性初始化技能[这里后续使用对象池获取对象,暂时直接new]
            Skill skill = new Skill();

            skill.Init(caster, target, attribue, complate);

            //检查释放条件
            //蓝耗检查
            if (skilldata.Cost > 0)
            {
                if (!skill.IsValid(new MpVerify()))
                {
                    trig(null);
                    return;
                }
            }
            //to-do其他检查
            trig(skill);
        }
示例#4
0
        /// <summary>
        /// 技能的合法性验证, 通过TrigSkill返回触发的技能
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="caster">施法者</param>
        /// <param name="target">目标</param>
        /// <param name="trig">技能触发</param>
        /// <param name="effectpos">特效位置</param>
        /// <param name="complate">技能完成回掉</param>
        public void Verify(int skillId, PlayerBase caster, PlayerBase target, TrigSkill trig, VarVector3 effectpos, SkillComplate complate)
        {
            //查阅技能
            if (!m_Skills.ContainsKey(skillId))
            {
                throw new KeyNotFoundException(string.Format("{0} 不在技能表", skillId));
            }
            SkillData skilldata = m_Skills[skillId];

            //使用技能属性初始化技能[这里后续使用对象池获取对象,暂时直接new]
            Skill skill = new Skill();

            skill.Init(caster, target, skilldata, effectpos, complate);

            //检查释放条件
            //蓝耗检查
            if (skilldata.SpendMP > 0)
            {
                if (!skill.IsValid(new MpVerify()))
                {
                    trig(null);
                    return;
                }
            }
            //to-do其他检查
            trig(skill);
        }