public void ChangeGoldCoinInBattle(int changeValue, bool isIncome, bool floatDigit = false, Vector3 position = default(Vector3), bool isLastHit = false, PoolObjHandle <ActorRoot> target = default(PoolObjHandle <ActorRoot>))
        {
            int num = this.m_goldCoinInBattle;

            this.m_goldCoinInBattle += changeValue;
            if (changeValue > 0 && isIncome)
            {
                this.m_goldCoinIncomeInBattle   += changeValue;
                this.m_MaxGoldCoinIncomeInBattle = ((this.m_MaxGoldCoinIncomeInBattle > changeValue) ? this.m_MaxGoldCoinIncomeInBattle : changeValue);
            }
            DebugHelper.Assert(this.m_goldCoinInBattle >= 0, "Wo ri, zhe zenme keneng");
            bool        flag        = false;
            HeroWrapper heroWrapper = this.actorPtr.handle.ActorControl as HeroWrapper;

            if (heroWrapper != null)
            {
                PoolObjHandle <ActorRoot> callActor = heroWrapper.GetCallActor();
                if (callActor && callActor.handle.Visible && ActorHelper.IsHostCtrlActor(ref callActor))
                {
                    flag = true;
                }
            }
            if (floatDigit && changeValue > 0 && isIncome && ((this.actor.Visible && ActorHelper.IsHostCtrlActor(ref this.actorPtr)) || flag))
            {
                if (position.x == 0f && position.y == 0f && position.z == 0f)
                {
                    position = this.actor.myTransform.position;
                }
                Singleton <CBattleSystem> .GetInstance().CreateBattleFloatDigit(changeValue, isLastHit ? DIGIT_TYPE.ReceiveLastHitGoldCoinInBattle : DIGIT_TYPE.ReceiveGoldCoinInBattle, position);
            }
            Singleton <EventRouter> .GetInstance().BroadCastEvent <PoolObjHandle <ActorRoot>, int, bool, PoolObjHandle <ActorRoot> >("HeroGoldCoinInBattleChange", this.actorPtr, changeValue, isIncome, target);
        }
示例#2
0
 public CEquipBuffInfo(ushort equipID, uint equipBuyPrice, uint buffID, ushort buffGroupID, uint sequence)
 {
     this.m_equipID       = equipID;
     this.m_equipBuyPrice = (CrypticInt32)equipBuyPrice;
     this.m_buffID        = buffID;
     this.m_buffGroupID   = buffGroupID;
     this.m_sequence      = sequence;
     this.m_isEnabled     = false;
 }
示例#3
0
 public PropertyHelper()
 {
     this._level      = 1;
     this._curExp     = 0;
     this._maxExp     = 0;
     this._star       = 1;
     this._quality    = 1;
     this._subQuality = 0;
     this._soulLevel  = 1;
 }
示例#4
0
 public override void Born(ActorRoot owner)
 {
     base.Born(owner);
     this._nObjCurHp               = 1;
     this._soulLevel               = 1;
     this._soulExp                 = 0;
     this._soulMaxExp              = 0;
     this.m_goldCoinInBattle       = 0;
     this.m_goldCoinIncomeInBattle = 0;
 }
 public CEquipBuffInfo(ushort equipID, uint equipBuyPrice, uint buffID, ushort buffGroupID, uint sequence)
 {
     this.m_equipID       = equipID;
     this.m_equipBuyPrice = (int)equipBuyPrice;
     this.m_buffID        = buffID;
     this.m_buffGroupID   = buffGroupID;
     this.m_sequence      = sequence;
     this.m_isEnabled     = false;
     this.m_isNeedRemoved = false;
 }
示例#6
0
 public CEquipPassiveSkillInfo(ushort equipID, uint equipBuyPrice, uint passiveSkillID, ushort passiveSkillGroupID, uint[] passiveSkillRelatedFuncIDs, uint sequence)
 {
     this.m_equipID                    = equipID;
     this.m_equipBuyPrice              = (CrypticInt32)equipBuyPrice;
     this.m_passiveSkillID             = passiveSkillID;
     this.m_passiveSkillGroupID        = passiveSkillGroupID;
     this.m_passiveSkillRelatedFuncIDs = passiveSkillRelatedFuncIDs;
     this.m_sequence                   = sequence;
     this.m_isEnabled                  = false;
 }
示例#7
0
 public ValueDataInfo(RES_FUNCEFT_TYPE type, int nValue, int nGrow, ValueCalculator calc, int dynamicCfg = 0, int nMaxLimitValue = 0)
 {
     this._type               = type;
     this.baseValue           = nValue;
     this.growValue           = nGrow;
     this.addValue            = 0;
     this.decValue            = 0;
     this.addRatio            = 0;
     this.decRatio            = 0;
     this.dynamicId           = dynamicCfg;
     this.Calculator          = calc;
     this.maxLimitValue       = nMaxLimitValue;
     this._TotalEftRatio      = 0;
     this._TotalEftRatioByMgc = 0;
 }
示例#8
0
 private void ClearVariables()
 {
     this._nObjCurHp                  = 1;
     this._nObjCurEp                  = 1;
     this.mActorValue                 = null;
     this.nHpRecoveryTick             = 0;
     this.nEpRecoveryTick             = 0;
     this._soulLevel                  = 1;
     this._soulExp                    = 0;
     this._soulMaxExp                 = 0;
     this.HpChgEvent                  = null;
     this.ObjValueStatistic           = null;
     this.m_goldCoinInBattle          = 0;
     this.m_goldCoinIncomeInBattle    = 0;
     this.m_MaxGoldCoinIncomeInBattle = 0;
 }
 public override void Born(ActorRoot owner)
 {
     base.Born(owner);
     this._MaxSpeed   = 6000;
     this.MovingState = new StateMachine();
     this.MovingState.RegisterState <IdleMovmentState>(new IdleMovmentState(this), "IdleMovmentState");
     this.MovingState.RegisterState <AccelerateMovementState>(new AccelerateMovementState(this), "AccelerateMovementState");
     this.MovingState.RegisterState <UniformMovementState>(new UniformMovementState(this), "UniformMovementState");
     this.MovingState.RegisterState <DecelerateMovementState>(new DecelerateMovementState(this), "DecelerateMovementState");
     this.MovingState.ChangeState("IdleMovmentState");
     this.MovingMode = new StateMachine();
     this.MovingMode.RegisterState <AutoMovementMode>(new AutoMovementMode(this), "AutoMovementMode");
     this.MovingMode.RegisterState <DirectionalMovementMode>(new DirectionalMovementMode(this), "DirectionalMovementMode");
     this.MovingMode.RegisterState <HoldonMovementMode>(new HoldonMovementMode(this), "HoldonMovementMode");
     this.MovingMode.ChangeState("HoldonMovementMode");
     this.GravityMode = new GravityMovement(this);
     this.CreateNavSearchAgent();
 }
示例#10
0
        public void ChangeGoldCoinInBattle(int changeValue, bool isIncome, bool floatDigit = false, [Optional] Vector3 position, bool isLastHit = false)
        {
            int goldCoinInBattle = (int)this.m_goldCoinInBattle;

            this.m_goldCoinInBattle += changeValue;
            if ((changeValue > 0) && isIncome)
            {
                this.m_goldCoinIncomeInBattle   += changeValue;
                this.m_MaxGoldCoinIncomeInBattle = (this.m_MaxGoldCoinIncomeInBattle <= changeValue) ? changeValue : this.m_MaxGoldCoinIncomeInBattle;
            }
            DebugHelper.Assert(this.m_goldCoinInBattle >= 0, "Wo ri, zhe zenme keneng");
            if (((floatDigit && (changeValue > 0)) && (isIncome && base.actor.Visible)) && ActorHelper.IsHostCtrlActor(ref this.actorPtr))
            {
                if (((position.x == 0f) && (position.y == 0f)) && (position.z == 0f))
                {
                    position = base.actor.gameObject.transform.position;
                }
                Singleton <CBattleSystem> .GetInstance().CreateBattleFloatDigit(changeValue, !isLastHit ? DIGIT_TYPE.ReceiveGoldCoinInBattle : DIGIT_TYPE.ReceiveLastHitGoldCoinInBattle, position);
            }
            Singleton <EventRouter> .GetInstance().BroadCastEvent <PoolObjHandle <ActorRoot>, int, int, bool>("HeroGoldCoinInBattleChange", base.actorPtr, changeValue, (int)this.m_goldCoinInBattle, isIncome);
        }
示例#11
0
 private void ResetVariables()
 {
     this.Acceleration         = 0xf423f;
     this._MaxSpeed            = 0x1770;
     this.RotateSpeed          = 720;
     this.DecelerateDistance   = 0x3e8;
     this.IgnoreDistance       = 1;
     this.MinDecelerateSpeed   = 0;
     this.bStopMoving          = true;
     this.bExcecuteMoving      = false;
     this.bRotatingLock        = false;
     this.bRotateImmediately   = false;
     this.bFlying              = false;
     this.bLerpFlying          = false;
     this.nLerpStep            = 0;
     this.TargetLocation       = VInt3.zero;
     this.Direction            = VInt3.zero;
     this.uCmdID               = 0;
     this.m_uiNonMoveTotalTime = 0;
     this.m_ulLastMoveEndTime  = 0L;
     this.m_uiMoveIntervalMax  = 0;
 }
示例#12
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 public override void OnStateLeave()
 {
     this._CurrentSpeed = 0;
 }
示例#13
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 public MovingMovmentState(PlayerMovement InParent) : base(InParent)
 {
     this._CurrentSpeed = 0;
 }