示例#1
0
    private void InitProgress()
    {
        int num   = 1;
        int group = 1;

        for (int i = 0; i < _info.eventList.Count; ++i)
        {
            BaseSkillEvent bse = _info.eventList[i];
            if (SKILL_EVENT_TYPE.子弹 == bse.eventType || SKILL_EVENT_TYPE.动作 == bse.eventType)
            {
                for (int j = 0; j < bse.times; ++j)
                {
                    SkillProgress sp = SkillProgressCtrl.Instance.GetSkillProgress(false);
                    _spList.Add(sp);
                    sp.InitEvt(bse, _id, bse.time + bse.interval * j, num, group);
                    ++num;
                }
            }
            else
            {
                SkillProgress sp = SkillProgressCtrl.Instance.GetSkillProgress(false);
                _spList.Add(sp);
                sp.InitEvt(bse, _id, bse.time, num, group);
                ++num;
            }
        }
    }
示例#2
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
 }
        public IHttpActionResult PutSkillProgress(int userId, int skillId, int progress)
        {
            var skillProgress = db.SkillProgresses.SingleOrDefault(p => p.User.Id == userId && p.Skill.Id == skillId);

            if (skillProgress == null)
            {
                skillProgress = new SkillProgress
                {
                    SkillId     = skillId,
                    UserId      = userId,
                    CompletedOn = DateTime.Now,
                    Progress    = progress
                };
                db.Entry(skillProgress).State = EntityState.Added;
            }
            else
            {
                skillProgress.Progress        = progress;
                db.Entry(skillProgress).State = EntityState.Modified;
            }

            db.SaveChanges();
            return(Ok());
        }
示例#4
0
    public void Begin(Vector3?preBeginPos, Vector3?preBeginDir, Vector3?preEndPos, bool isSync, EntityBase target)
    {
        if (_executed == true)
        {
            return;
        }
        _executed = true;
        _timer    = 0;

        SkillPreData preData = new SkillPreData();

        preData.preBeginPos = preBeginPos;
        preData.preBeginDir = preBeginDir;
        preData.preEndPos   = preEndPos;
        SkillCasterData casterData = new SkillCasterData();

        casterData.roleId    = _caster.roleId;
        casterData.roleType  = CONST_ENTITY_TYPE.MAIN_ROLE;
        casterData.oriPos    = _caster.position;
        casterData.oriDir    = _caster.forward;
        casterData.oriCenter = _caster.centerPos;
        SkillTargetData targetData = new SkillTargetData();

        if (target != null)
        {
            targetData.roleId    = target.roleId;
            targetData.oriPos    = target.position;
            targetData.oriCenter = target.centerPos;
        }
        for (int i = 0; i < _spList.Count; ++i)
        {
            SkillProgress sp = _spList[i];
            sp.SetSkillProgressData(_lv, casterData, preData, targetData, isSync);
        }
        Update(0f);
    }