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); }
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; }
public PropertyHelper() { this._level = 1; this._curExp = 0; this._maxExp = 0; this._star = 1; this._quality = 1; this._subQuality = 0; this._soulLevel = 1; }
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; }
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; }
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; }
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(); }
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); }
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; }
public override void OnStateLeave() { this._CurrentSpeed = 0; }
public MovingMovmentState(PlayerMovement InParent) : base(InParent) { this._CurrentSpeed = 0; }