public FireDamageEvent ( int receiver, int sender, bool isNormalDamage, bool isCritical, int hpDamage, int npDamage ) : void | ||
receiver | int | |
sender | int | |
isNormalDamage | bool | |
isCritical | bool | |
hpDamage | int | |
npDamage | int | |
return | void |
public void SetAttackerInfo(int attackId, bool isKiller, bool isNormalAttack, bool isCritical, int hpDamage, int npDamage) { if (isKiller) { KillerId = attackId; } long curTime = TimeUtility.GetLocalMilliseconds(); LastAttackedTime = curTime; AttackerInfo info; if (!AttackerInfos.TryGetValue(attackId, out info)) { AttackerInfos.Add(attackId, new AttackerInfo { m_AttackTime = curTime, m_HpDamage = hpDamage, m_NpDamage = npDamage }); } else { info.m_AttackTime = curTime; info.m_HpDamage += hpDamage; info.m_NpDamage += npDamage; AttackerInfos[attackId] = info; } EntityManager.FireDamageEvent(GetId(), attackId, isNormalAttack, isCritical, hpDamage, npDamage); }
static public int FireDamageEvent(IntPtr l) { try { GameFramework.EntityManager self = (GameFramework.EntityManager)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Boolean a3; checkType(l, 4, out a3); System.Boolean a4; checkType(l, 5, out a4); System.Int32 a5; checkType(l, 6, out a5); System.Int32 a6; checkType(l, 7, out a6); self.FireDamageEvent(a1, a2, a3, a4, a5, a6); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }