示例#1
0
        public static void OnChangeLv(CCreature obj, int newV, int oldV)
        {
            if (newV == oldV)
            {
                return;
            }

            // 逻辑层
            obj.UpdateProp();
            int maxHp = obj.GetPropNum(eCreatureProp.Hp);

            // 主角升级才回满血
            //if (obj.IsMaster())
            //{
            //    obj.SetPropNum(eCreatureProp.CurHp, maxHp);
            //}

            // 表现层
            obj.UpdateVO_ShowHeadLv();
            obj.UpdateVO_ShowHeadHp();
            obj.UpdateUI_Lv();

            if (oldV != 0 && obj.IsMaster())
            {
                if (obj.m_vCreature != null)
                {
                    CEffectMgr.Create(21160, obj.m_vCreature.GetEnt(), "origin");
                }
            }
        }
示例#2
0
文件: BuffBase.cs 项目: mengtest/fs
        public void UpdateUI_ShowHpHUD(CCreature target, int hitVal, bool bCrit = false)
        {
            eHUDType type = eHUDType.NONE;

            if (hitVal < 0)
            {
                if (bCrit)
                {
                    type = eHUDType.FIGHT_CRIT;
                }
                else
                {
                    if (target.IsMaster())
                    {
                        type = eHUDType.FIGHT_SELFHARM;
                    }
                    else
                    {
                        type = eHUDType.FIGHT_HARM;
                    }
                }
            }
            else
            {
                type = eHUDType.FIGHT_ADDBLOOD;
            }

            HudModule hud = (HudModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelHud);

            hud.SetVisible(true);
            hud.SetHUD(type, hitVal.ToString(), target);

            return;

            if (target.m_vCreature == null)
            {
                return;
            }
            CmdUIHead cmd = new CmdUIHead();

            cmd.type    = 4;
            cmd.hudType = type;
            cmd.hudText = hitVal.ToString();
            target.m_vCreature.PushCommand(cmd);
        }
示例#3
0
        public void EnterFrame()
        {
            if (m_player.IsDie())
            {
                return;
            }

            m_curTime += FSPParam.clientFrameMsTime;
            if (m_curTime >= 40 * FSPParam.clientFrameMsTime)
            {
                if (m_tree != null)
                {
                    m_tree.OnUpdate();
                }

                // AI技能外部CD
                int curSkillInterval = m_tree.m_dataBase.GetData <int>((int)eAIParam.INT_SKILL_INTERVAL);
                if (curSkillInterval >= 0)
                {
                    curSkillInterval -= FSPParam.clientFrameMsTime;
                    m_tree.m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, curSkillInterval);
                }

                if (Client.Inst().m_bDebug)
                {
                    string state = GetCurState();
                    if (!string.IsNullOrEmpty(state))// 如果卡主,可以知道最后一个状态
                    {
                        // 状态显示
                        VObject mt = m_player.GetVObject();
                        if (mt == null)
                        {
                            return;
                        }
                        CmdUIHead cmd = new CmdUIHead();
                        cmd.type = 1;
                        cmd.name = m_player.GetUid() + ":" + state;
                        mt.PushCommand(cmd);
                    }
                }

                // 仇恨值
                m_curHatredTime += FSPParam.clientFrameMsTime;
                if (m_curHatredTime >= 30 * FSPParam.clientFrameMsTime)
                {
                    _UpdateHatredList();
                    //主角显示测试界面
                    if (m_player.IsMaster())
                    {
                        m_hatredList.Sort((x, y) =>
                        {
                            if (x.val == y.val)
                            {
                                return(0);
                            }
                            else if (x.val > y.val)
                            {
                                return(-1);
                            }
                            else
                            {
                                return(1);
                            }
                        });
                        //m_list.Init(m_hatredList.Count, (item, index) =>
                        //{
                        //    UIItem.SetText(item, "txt", m_hatredList[index].uid + " 仇恨值:" + m_hatredList[index].val);
                        //    UIItem.SetProgress(item, "pct", m_hatredList[index].val, 100);
                        //});
                    }
                    m_curHatredTime = 0;
                }
            }
        }