// 对象进入场景,在这里初始化各种数据, 资源, 模型等 // 传入数据。 override public void OnEnterWorld() { // todo: 这里会加入数据解析 buffManager = new BuffManager(this); skillManager = new SkillManager(this); battleManger = new DummyBattleManager(this, skillManager); sfxManager = new SfxManager(this); //AddUniqEventListener<GameObject, Vector3>(Events.OtherEvent.OnMoveTo, OnMoveTo); EventDispatcher.AddEventListener <GameObject, Vector3>(MogoMotor.ON_MOVE_TO, OnMoveTo); EventDispatcher.AddEventListener(Events.OtherEvent.CallTeammate, OnHelp); EventDispatcher.AddEventListener(Events.AIEvent.DummyThink, DummyThink); EventDispatcher.AddEventListener <GameObject>(Events.AIEvent.DummyStiffEnd, DummyStiffEnd); EventDispatcher.AddEventListener(Events.AIEvent.ProcessBossDie, ProcessBossDie); EventDispatcher.AddEventListener <byte, uint>(Events.AIEvent.SomeOneDie, ProcessSomeOneDie); //阵营,eid EventDispatcher.AddEventListener <uint, byte, uint, int>(Events.AIEvent.WarnOtherSpawnPointEntities, ProcessWarnOtherSpawnPointEntities); //eid, AIWarnEvent类型 EventDispatcher.AddEventListener <uint, int, int, int>(Events.GearEvent.Damage, SetDamage); }
public override bool ProcInSkillCoolDown(int skillBagIndex) { if (m_monsterData.skillIds.Count < skillBagIndex || skillBagIndex <= 0) { return(false); } skillBagIndex--; int skillId = m_monsterData.skillIds[skillBagIndex]; if (!SkillData.dataMap.ContainsKey(skillId)) { return(false); } //SkillData skillData = SkillData.dataMap[skillId]; bool rnt = false; DummyBattleManager tmpBattleManager = this.battleManger as DummyBattleManager; rnt = tmpBattleManager.IsCoolDown(skillId); return(rnt); }
// 对象进入场景,在这里初始化各种数据, 资源, 模型等 // 传入数据。 override public void OnEnterWorld() { // todo: 这里会加入数据解析 buffManager = new BuffManager(this); skillManager = new SkillManager(this); battleManger = new DummyBattleManager(this, skillManager); sfxManager = new SfxManager(this); //AddUniqEventListener<GameObject, Vector3>(Events.OtherEvent.OnMoveTo, OnMoveTo); EventDispatcher.AddEventListener<GameObject, Vector3>(MogoMotor.ON_MOVE_TO, OnMoveTo); EventDispatcher.AddEventListener(Events.OtherEvent.CallTeammate, OnHelp); EventDispatcher.AddEventListener(Events.AIEvent.DummyThink, DummyThink); EventDispatcher.AddEventListener<GameObject>(Events.AIEvent.DummyStiffEnd, DummyStiffEnd); EventDispatcher.AddEventListener(Events.AIEvent.ProcessBossDie, ProcessBossDie); EventDispatcher.AddEventListener<byte, uint>(Events.AIEvent.SomeOneDie, ProcessSomeOneDie);//阵营,eid EventDispatcher.AddEventListener<uint, byte, uint, int>(Events.AIEvent.WarnOtherSpawnPointEntities, ProcessWarnOtherSpawnPointEntities);//eid, AIWarnEvent类型 EventDispatcher.AddEventListener<uint, int, int, int>(Events.GearEvent.Damage, SetDamage); }