public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); this.sourceActor.handle.ActorControl.eventActorEnterCombat += new ActorEventHandler(this.onActorEnterBattle); this.sourceActor.handle.ActorControl.eventActorExitCombat += new ActorEventHandler(this.onActorExitBattle); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; this.InGrassCount = 0; base.Init(_source, _event, ref _config); Singleton <GameEventSys> .instance.AddEventHandler <ActorInGrassParam>(GameEventDef.Event_ActorInGrass, new RefAction <ActorInGrassParam>(this.SetInGrassStatusByTrigger)); }
public void Init() { this.SlotType = SkillSlotType.SLOT_SKILL_VALID; this.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szActionName); this.bAgeImmeExcute = (this.cfgData.bAgeImmeExcute == 1); if (this.sourceActor) { this.skillContext.uiFromId = this.sourceActor.handle.ObjID; this.skillContext.skillUseFrom = SKILL_USE_FROM_TYPE.SKILL_USE_FROM_TYPE_PASSIVESKILL; } this.passiveEvent = Singleton <PassiveCreater <PassiveEvent, PassiveEventAttribute> > .GetInstance().Create((int)this.cfgData.dwPassiveEventType); if (this.passiveEvent == null) { return; } for (int i = 0; i < 2; i++) { int dwConditionType = (int)this.cfgData.astPassiveConditon[i].dwConditionType; PassiveCondition passiveCondition = Singleton <PassiveCreater <PassiveCondition, PassiveConditionAttribute> > .GetInstance().Create(dwConditionType); if (passiveCondition != null) { this.passiveEvent.AddCondition(passiveCondition); } } this.passiveEvent.Init(this.sourceActor, this); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); Singleton <GameSkillEventSys> .instance.AddEventHandler <LimitMoveEventParam>(GameSkillEventDef.AllEvent_LimitMove, new GameSkillEvent <LimitMoveEventParam>(this.onActorLimitMove)); Singleton <GameSkillEventSys> .instance.AddEventHandler <LimitMoveEventParam>(GameSkillEventDef.AllEvent_CancelLimitMove, new GameSkillEvent <LimitMoveEventParam>(this.onActorCancelLimitMove)); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bHpTrigger = false; base.Init(_source, _event, ref _config); if (_source) { _source.handle.ValueComponent.HpChgEvent += new ValueChangeDelegate(this.OnHpChange); } }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = true; base.Init(_source, _event, ref _config); if (((_source != 0) && (_source.handle.BuffHolderComp != null)) && (_source.handle.BuffHolderComp.SpawnedBuffList != null)) { for (int i = 0; i < _source.handle.BuffHolderComp.SpawnedBuffList.Count; i++) { BuffSkill skill = _source.handle.BuffHolderComp.SpawnedBuffList[i]; if (((skill != null) && (skill.cfgData != null)) && (skill.cfgData.iCfgID == base.localParams[0])) { this.bTrigger = false; break; } } } Singleton <GameSkillEventSys> .GetInstance().AddEventHandler <BuffChangeEventParam>(GameSkillEventDef.AllEvent_BuffChange, new GameSkillEvent <BuffChangeEventParam>(this.OnPlayerBuffChange)); }
public void Init() { this.SlotType = SkillSlotType.SLOT_SKILL_VALID; base.ActionName = StringHelper.UTF8BytesToString(ref this.cfgData.szActionName); this.passiveEvent = Singleton <PassiveCreater <PassiveEvent, PassiveEventAttribute> > .GetInstance().Create((int)this.cfgData.dwPassiveEventType); if (this.passiveEvent != null) { PassiveCondition condition = null; for (int i = 0; i < 2; i++) { int dwConditionType = (int)this.cfgData.astPassiveConditon[i].dwConditionType; condition = Singleton <PassiveCreater <PassiveCondition, PassiveConditionAttribute> > .GetInstance().Create(dwConditionType); if (condition != null) { this.passiveEvent.AddCondition(condition); } } this.passiveEvent.Init(this.sourceActor, this); } }
public virtual void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.rootEvent = _event; this.sourceActor = _source; this.SetConditionParam(ref _config); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); Singleton <GameEventSys> .instance.AddEventHandler <DefaultGameEventParam>(GameEventDef.Event_ActorImmuneDeadHurt, new RefAction <DefaultGameEventParam>(this.onImmuneDeadHurt)); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bHurt = false; base.Init(_source, _event, ref _config); Singleton <GameEventSys> .instance.AddEventHandler <HurtEventResultInfo>(GameEventDef.Event_ActorDamage, new RefAction <HurtEventResultInfo>(this.onActorDamage)); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); Singleton <GameEventSys> .get_instance().AddEventHandler <DefaultGameEventParam>(GameEventDef.Event_ActorBeAttack, new RefAction <DefaultGameEventParam>(this.Expose)); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bKilled = false; base.Init(_source, _event, ref _config); this.sourceActor.get_handle().ActorControl.eventActorDead += new ActorDeadEventHandler(this.onActorDead); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); Singleton <EventRouter> .GetInstance().AddEventHandler <PoolObjHandle <ActorRoot>, int>("HeroSoulLevelChange", new Action <PoolObjHandle <ActorRoot>, int>(this, (IntPtr)this.onActorUpgrade)); }
public override void Init(PoolObjHandle <ActorRoot> _source, PassiveEvent _event, ref ResDT_SkillPassiveCondition _config) { this.bTrigger = false; base.Init(_source, _event, ref _config); Singleton <GameSkillEventSys> .get_instance().AddEventHandler <ActorSkillEventParam>(GameSkillEventDef.AllEvent_UseSkill, new GameSkillEvent <ActorSkillEventParam>(this.onActorUseSkill)); }