示例#1
0
文件: CObject.cs 项目: mengtest/fs
        public virtual void PushCommand(IFspCmdType cmd)
        {
            if (m_vCreature == null)
            {
                return;
            }
            // 无论是释放技能还是移动都记录移动信息
            // 比如在近战技能时,技能释放过程中,操作了移动遥感,角色方向要和遥感同步
            // 可优化为缓存指令的方式
            //if (cmd is CmdFspMove)
            //    m_cmdFspMove = cmd as CmdFspMove;

            //Debug.Log("==============" + cmd.GetCmdType());
            //if (m_logicMoveEnabled && cmd.GetCmdType() == CmdFspEnum.eFspStopMove)
            //{
            //    m_vCreature.PushCommand(cmd);
            //}
            //else if (m_logicMoveEnabled && cmd.GetCmdType() == CmdFspEnum.eFspMove)
            //{
            //    //Debug.Log("进入移动");
            //    //m_cmdFspMove = cmd as CmdFspMove;
            //    EnterMove();
            //    m_vCreature.PushCommand(cmd);
            //}
            //else if (m_logicSkillRotationEnabled && cmd.GetCmdType() == CmdFspEnum.eFspRotation)
            //{
            //    CmdFspRotation rota = cmd as CmdFspRotation;
            //    m_rotateCurTime = 0;
            //    m_curDir = GetDir();
            //    m_destDir = rota.m_rotation.ToVector2d();
            //    m_vCreature.PushCommand(cmd);
            //}
        }
示例#2
0
文件: CCreature.cs 项目: mengtest/fs
        /// <summary>
        /// 执行本地指令,push的指令,要更加当前情况,才能去设置玩家状态
        /// </summary>
        public override void PushCommand(IFspCmdType cmd)
        {
            if (IsDie())
            {
                return;
            }

            if (bStateBuff(eBuffState.stun) || bStateBuff(eBuffState.WindBlowsUp) || bConBuffLogicType(eBuffType.repel))
            {
                return;
            }

            if (cmd.GetCmdType() == CmdFspEnum.eFspSendSkill)
            {
                m_cmdFspSendSkill = cmd as CmdFspSendSkill;
                EnterSkill();
            }

            if (m_logicMoveEnabled &&
                (cmd.GetCmdType() == CmdFspEnum.eFspStopMove ||
                 cmd.GetCmdType() == CmdFspEnum.eFspMove ||
                 cmd.GetCmdType() == CmdFspEnum.eFspAutoMove))
            {
                m_stateMgr.ChangeState((int)cmd.GetCmdType(), cmd);
                m_vCreature.PushCommand(cmd);
            }
        }
示例#3
0
文件: CCreature.cs 项目: mengtest/fs
        /// <summary>
        /// 指令对象转消息内容并发送
        /// </summary>
        /// <param name="cmd"></param>
        public void SendFspCmd(IFspCmdType cmd)
        {
            // 如果本地单机测试
            if (Client.Inst().isSingleTest)
            {
                PushCommand(cmd);
                return;
            }

            CmdFspEnum  type = cmd.GetCmdType();
            FspMsgFrame msg  = (FspMsgFrame)NetManager.Inst.GetMessage(eNetMessageID.FspMsgFrame);
            FspVKey     key  = new FspVKey();

            key.vkey     = (int)type;
            key.playerId = (uint)GetUid();
            switch (type)
            {
            case CmdFspEnum.eFspStopMove:
                msg.m_frameData.vkeys.Add(key);
                break;

            case CmdFspEnum.eFspMove:
                CmdFspMove moveCmd = cmd as CmdFspMove;
                key.args    = new int[2];
                key.args[0] = (int)(moveCmd.m_dir.x * 100);
                key.args[1] = (int)(moveCmd.m_dir.y * 100);
                msg.m_frameData.vkeys.Add(key);
                break;

            case CmdFspEnum.eFspAutoMove:
                CmdFspAutoMove amoveCmd = cmd as CmdFspAutoMove;
                key.args    = new int[2];
                key.args[0] = (int)(amoveCmd.m_pos.x * 100);
                key.args[1] = (int)(amoveCmd.m_pos.y * 100);
                Debug.Log("send :" + key.args[0] + "  " + key.args[1]);
                msg.m_frameData.vkeys.Add(key);
                break;

            case CmdFspEnum.eFspSendSkill:
                CmdFspSendSkill skill = cmd as CmdFspSendSkill;
                key.args    = new int[7];
                key.args[0] = (int)skill.m_casterUid;
                key.args[1] = (int)skill.m_skillIndex;
                key.args[2] = (int)skill.m_targetId;

                key.args[3] = (int)(skill.m_dir.x * 100);
                key.args[4] = (int)(skill.m_dir.y * 100);

                key.args[5] = (int)(skill.m_endPos.x * 100);
                key.args[6] = (int)(skill.m_endPos.y * 100);

                msg.m_frameData.vkeys.Add(key);
                break;
            }
            FspNetRunTime.Inst.SendMessage(msg);
        }
示例#4
0
 public virtual void PushCommand(IFspCmdType cmd)
 {
     switch (cmd.GetCmdType())
     {
     case CmdFspEnum.eFspSendSkill:
         m_curSkillCmd = cmd as CmdFspSendSkill;
         Init();
         break;
     }
 }
示例#5
0
文件: SkillBase.cs 项目: mengtest/fs
        public void PushCommand(IFspCmdType cmd)
        {
            switch (cmd.GetCmdType())
            {
            case CmdFspEnum.eFspSendSkill:
                m_curSkillCmd = cmd as CmdFspSendSkill;
                Start();

                m_vSkill.PushCommand(cmd);
                break;
            }
        }
示例#6
0
        public override void Enter(IFspCmdType cmd)
        {
            m_cmdFspAutoMove = cmd as CmdFspAutoMove;

            List <Vector2d> m_movePath = new List <Vector2d>();

            CMapMgr.m_map.GetPath(m_creature, m_creature.GetPos(), m_cmdFspAutoMove.m_pos, ref m_movePath);
            //m_moveEnd = moveEnd;

            FixedPoint divSpeed = 1 / m_creature.GetSpeed();

            StartAutoMove(ref m_movePath, divSpeed);
        }
示例#7
0
文件: FspManager.cs 项目: mengtest/fs
        /// <summary>
        /// 消息内容转指令对象
        /// </summary>
        private void HandleServerCmd(FspVKey cmd)
        {
            CmdFspEnum type = (CmdFspEnum)cmd.vkey;
            uint       uid  = cmd.playerId;

            if (uid == 0)
            {
                return;
            }
            CCreature   player   = CCreatureMgr.Get(uid);
            IFspCmdType logicCmd = null;

            switch (type)
            {
            case CmdFspEnum.eFspStopMove:
                //Debug.Log(uid + " 停止移动");
                logicCmd = new CmdFspStopMove();
                break;

            case CmdFspEnum.eFspMove:
                //Debug.Log(uid + " 客户端调用移动命令 " + cmd.args[0] + " " + cmd.args[1]);
                Vector2d v = new Vector2d(cmd.args[0] * 0.01f, cmd.args[1] * 0.01f);
                logicCmd = new CmdFspMove(ref v);
                break;

            case CmdFspEnum.eFspAutoMove:
                Vector2d v1 = new Vector2d(cmd.args[0] * 0.01f, cmd.args[1] * 0.01f);
                logicCmd = new CmdFspAutoMove(ref v1);
                break;

            case CmdFspEnum.eFspSendSkill:
                //Debug.Log(uid + " 客户端调用技能 " + cmd.args[0] + " " + cmd.args[1]);

                CmdFspSendSkill skill = new CmdFspSendSkill();
                skill.m_casterUid  = cmd.args[0];
                skill.m_skillIndex = cmd.args[1];
                skill.m_targetId   = cmd.args[2];
                Vector2d dir    = new Vector2d(cmd.args[3] * 0.01f, cmd.args[4] * 0.01f);
                Vector2d endPos = new Vector2d(cmd.args[5] * 0.01f, cmd.args[6] * 0.01f);
                skill.m_dir    = dir;
                skill.m_endPos = endPos;
                logicCmd       = skill;
                break;
            }
            player.PushCommand(logicCmd);
        }
示例#8
0
文件: FSMMgr.cs 项目: mengtest/fs
        public void ChangeState(int stateId, IFspCmdType cmd)
        {
            // 如果当前的不存在
            if (!m_stateList.ContainsKey(stateId))
            {
                return;
            }

            if (null != m_preState)
            {
                m_preState.Exit();
                m_prePreStateId = m_preState.m_stateId;
            }
            m_curState = m_stateList[stateId];
            m_curState.Enter(cmd);
            m_preState = m_curState;
        }
示例#9
0
文件: FSMMgr.cs 项目: mengtest/fs
 public virtual void Enter(IFspCmdType cmd)
 {
 }
示例#10
0
文件: VObject.cs 项目: mengtest/fs
        public override void PushCommand(IFspCmdType cmd)
        {
            BattleEntity ent = GetEnt() as BattleEntity;

            //Debug.Log("切换:" + cmd.GetCmdType());
            switch (cmd.GetCmdType())
            {
                #region 常态
            case CmdFspEnum.eFspStopMove:

                m_state = cmd.GetCmdType();
                SetMove(false);
                //Debug.Log("设置停止");
                ((BattleEntity)GetEnt()).SetPriority(0);
                ResetState();
                break;

            case CmdFspEnum.eFspMove:
            case CmdFspEnum.eFspAutoMove:
                m_state = cmd.GetCmdType();
                SetMove(true);
                //Debug.Log("设置移动");
                ResetState();
                break;

            case CmdFspEnum.eUIHead:
                CmdUIHead head = cmd as CmdUIHead;
                switch (head.type)
                {
                case 1:
                    if (m_head != null)
                    {
                        m_head.SetName(head.name);
                    }
                    break;

                case 2:
                    if (m_head != null)
                    {
                        m_head.SetLevel(head.lv);
                    }
                    break;

                case 3:
                    if (m_head != null)
                    {
                        m_head.SetHp(head.curHp, head.maxHp);
                    }
                    break;

                case 4:
                    if (m_head != null)
                    {
                        m_head.SetHud(head.hudText, head.hudType);
                    }
                    break;

                case 5:
                    if (m_head != null)
                    {
                        m_head.SetHeadShow(head.bShow);
                    }
                    break;

                case 8:
                    if (m_head != null)
                    {
                        m_head.SetTeam(head.bTeam);
                    }
                    break;

                //case 9:
                //    if (m_head != null)
                //        m_head.ShowNameOnly(head.bShow);
                //    break;
                case 10:
                    // The state of dizziness does not play the hit action
                    //if (CheckState(eVObjectState.stun))
                    //    return;
                    ent.PlayAnima(head.animaId, () => {
                        ResetState();
                    });
                    break;

                case 11:
                    if (head.effectBindPos == (int)SBindPont.eBindType.CreatureHeadPos)
                    {
                        CEffectMgr.CreateByCreaturePos(head.effectId, ent, 2);
                    }
                    else if (head.effectBindPos == (int)SBindPont.eBindType.Muzzle)         // 枪口
                    {
                        CEffectMgr.Create(head.effectId, ((BattleEntity)GetEnt()).
                                          GetRightPoint());
                    }
                    else
                    {
                        CEffectMgr.Create(head.effectId, GetEnt(), SBindPont.GetBindPont(head.effectBindPos));
                    }
                    break;

                case 12:
                    if (head.bRide)
                    {
                        m_ride = true;
                        VObject obj = head.rideObject;
                        GetEnt().SetParent(((BattleEntity)obj.GetEnt()).GetBone("ride"));
                    }
                    else
                    {
                        m_ride = false;
                        GetEnt().ClearBind();
                        Quaternion dest = Quaternion.LookRotation(m_moveInfo.m_dir);
                        GetEnt().SetRot(dest);
                        GetEnt().SetScale(Vector3.one * m_baseInfo.m_scale);
                    }
                    break;

                //case 13:
                //    if (m_head != null)
                //        m_head.SetTaskState(head.taskstate);
                //    break;
                case 14:
                    ShowFootHalo(head.effectId);
                    break;
                }
                break;

            case CmdFspEnum.eLife:
                if (ent == null)
                {
                    return;
                }
                CmdLife life = cmd as CmdLife;
                m_bDead = !life.state;

                if (life.state)
                {
                    ent.SetPriority(0);
                    ent.PlayAnima(SMtCreatureAnima.ANIMA_RESET, () => {
                        ResetState();
                        // 复活说话
                        //PlaySpeak(eRoleSpeakCsv.revive);
                    });
                    // 播放复活特效
                    if (m_bMaster)
                    {
                        CEffectMgr.Create(21002, GetEnt().GetPos(), GetEnt().GetRotate());
                    }
                }
                else
                {
                    SetMove(false);
                    ent.PlayAnima(SMtCreatureAnima.ANIMA_DIE);
                    //SoundManager.Inst.PlaySound(m_baseInfo.m_dieSound, ent.GetPos());
                    CEffectMgr.Create(m_baseInfo.m_dieEffect, GetEnt(), SBindPont.ORIGIN);

                    // xingzuo sound
                    PlayerCsv     playerCsv = CsvManager.Inst.GetCsv <PlayerCsv>((int)eAllCSV.eAC_Player);
                    PlayerCsvData csvData   = playerCsv.GetData(m_baseInfo.csvId);
                    if (csvData != null)
                    {
                        int soundId = 0, pct = 0;
                        JoyStickModule.GetSpeak(csvData.dieSpeak, ref soundId, ref pct);
                        SoundManager.Inst.PlaySound(soundId, (e) =>
                        {
                            e.SetPos(m_moveInfo.m_pos);
                        });
                    }
                    // 死亡说话
                    //PlaySpeak(eRoleSpeakCsv.die);
                }
                break;

                #endregion
            case CmdFspEnum.eFspUpdateEquip:
                m_cmdUpdateEquip = cmd as CmdFspUpdateEquip;
                UpdateEquip();
                break;

                #region BUFF特效
            case CmdFspEnum.eBuff:                            // 特效挂点设置
                CmdFspBuff buff     = cmd as CmdFspBuff;
                int        effectId = buff.effectId;
                if (effectId == 0)
                {
                    return;
                }

                //Debug.Log(buff.effectId + " add:" + buff.bAdd + "   " + buff.bindType);
                if (m_dicBuff == null)
                {
                    m_dicBuff = new Dictionary <int, object>();
                }
                if (m_dicBuffCount == null)
                {
                    m_dicBuffCount = new Dictionary <int, int>();
                }
                if (buff.bAdd)
                {
                    if (!m_dicBuff.ContainsKey(effectId))
                    {
                        if (buff.bindType == (int)SBindPont.eBindType.LRHand)      // 左右手
                        {
                            List <int> hid = new List <int>();
                            int        l   = CEffectMgr.Create(effectId, m_ent, SBindPont.L_HAND);
                            int        r   = CEffectMgr.Create(effectId, m_ent, SBindPont.R_HAND);
                            hid.Add(l);
                            hid.Add(r);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffectMgr.GetEffect(l).SetShow(false);
                                CEffectMgr.GetEffect(r).SetShow(false);
                            }
                        }
                        else if (buff.bindType == (int)SBindPont.eBindType.CreaturePos)
                        {
                            int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 1);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                        else if (buff.bindType == (int)SBindPont.eBindType.CreatureHeadPos)
                        {
                            int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 2);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                        else
                        {
                            int hid = CEffectMgr.Create(effectId, m_ent, SBindPont.GetBindPont(buff.bindType), null);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                    }
                    if (!m_dicBuffCount.ContainsKey(effectId))
                    {
                        m_dicBuffCount[effectId] = 1;
                    }
                    else
                    {
                        m_dicBuffCount[effectId]++;
                    }
                }
                else
                {
                    if (m_dicBuffCount.ContainsKey(effectId))
                    {
                        m_dicBuffCount[effectId]--;
                        if (m_dicBuffCount[effectId] <= 0)
                        {
                            m_dicBuffCount.Remove(effectId);
                        }
                    }

                    if (m_dicBuff.ContainsKey(effectId) && !m_dicBuffCount.ContainsKey(effectId))       // 如果包含这个BUFF,并且计数=0,才销毁
                    {
                        if (buff.bindType == (int)SBindPont.eBindType.LRHand)
                        {
                            List <int> hid = (List <int>)m_dicBuff[effectId];
                            for (int i = 0; i < hid.Count; i++)
                            {
                                CEffectMgr.Destroy(hid[i]);
                            }
                        }
                        else
                        {
                            CEffectMgr.Destroy((int)m_dicBuff[effectId]);
                        }
                        m_dicBuff.Remove(effectId);
                    }
                }

                break;
                #endregion

                #region 状态表现
            case CmdFspEnum.eState:                          // 外观状态设置
                CmdFspState   state = cmd as CmdFspState;
                eVObjectState type  = state.type;
                //Debug.Log("状态 add:" + state.bAdd + "   " + (eVObjectState)type);
                if (state.bAdd)
                {
                    SetShowState(type, true);
                    switch (type)
                    {
                    case eVObjectState.WindBlowsUp:
                        ent.SetWindBlowsUp(true);
                        break;

                    case eVObjectState.GhostShadow:
                        ent.SetGhostShadow(true);
                        break;

                    case eVObjectState.AlphaToHide:           // 全透 all alpha need hide effect
                        ent.SetShader(eShaderType.eAlphaToHide, Color.white, 0.3f, false, () =>
                        {
                            ent.SetShow(false);
                        });
                        break;

                    case eVObjectState.AlphaToHalf:                // 半透
                        GetEnt().SetShow(true);
                        if (CheckState(eVObjectState.AlphaToHide)) // 半透,全透状态应该是互斥的
                        {
                            SetShowState(eVObjectState.AlphaToHide, false);
                            ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.0f, false);
                        }
                        else
                        {
                            ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.3f, false);
                        }
                        break;

                    case eVObjectState.Nihility:            // 虚无
                        //if (m_head != null)
                        //{
                        //    m_head.SetHeadAlpha(0.5f);
                        //}
                        //ent.SetShader(eShaderType.eNihility, new Color(1, 1, 1, 0.7f));
                        break;

                    case eVObjectState.God:            // 无敌
                        //ent.SetShader(eShaderType.eRim, Color.yellow);
                        break;

                    case eVObjectState.Hit:            // 受击
                        //ent.SetShader(eShaderType.eRim, new Color(0.8f, 0.8f, 0.8f, 1.0f));
                        break;

                    case eVObjectState.Silence:           // 被沉默
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;

                    case eVObjectState.Show:
                        GetEnt().SetShow(true);
                        break;

                    case eVObjectState.stun:            // 晕眩
                        //((BattleEntity)GetEnt()).Play(false);
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;

                    case eVObjectState.unmove:            // 禁锢

                        break;

                    case eVObjectState.sleep:            // 睡眠

                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;
                    }
                }
                else
                {
                    SetShowState(type, false);
                    switch (type)
                    {
                    case eVObjectState.WindBlowsUp:
                        ent.SetWindBlowsUp(false);
                        break;

                    case eVObjectState.GhostShadow:
                        ent.SetGhostShadow(false);
                        break;

                    case eVObjectState.AlphaToHide:           // 全透
                        ent.RemoveShader();
                        ent.SetShow(true);
                        break;

                    case eVObjectState.AlphaToHalf:         // 半透,暂时都只用了移除全透
                        if (m_head != null)
                        {
                            m_head.SetHeadAlpha(1.0f);
                        }
                        ent.RemoveShader();
                        break;

                    case eVObjectState.Nihility:
                    case eVObjectState.God:
                    case eVObjectState.Hit:
                        //if (m_head != null)
                        //{
                        //    m_head.SetHeadAlpha(1.0f);
                        //}
                        //ent.RemoveShader();
                        break;

                    case eVObjectState.Silence:           // 取消沉默
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;

                    case eVObjectState.Show:
                        GetEnt().SetShow(false);
                        break;

                    case eVObjectState.stun:            // 晕眩
                        //((BattleEntity)GetEnt()).Play(true);
                        ResetState();
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;

                    case eVObjectState.unmove:            // 禁锢
                        ResetState();
                        break;

                    case eVObjectState.sleep:            // 睡眠
                        ResetState();
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;
                    }
                }
                break;
                #endregion

            case CmdFspEnum.eSkillAnimaPriority:       // 设置技能动作优先级
                CmdSkillAnimaPriority cmdPri = cmd as CmdSkillAnimaPriority;
                ((BattleEntity)GetEnt()).SetPriority(cmdPri.priority);
                break;
            }
        }
示例#11
0
 public override void Enter(IFspCmdType cmd)
 {
 }
示例#12
0
文件: VBase.cs 项目: mengtest/fs
 public virtual void PushCommand(IFspCmdType cmd)
 {
 }
示例#13
0
文件: MoveState.cs 项目: mengtest/fs
 public override void Enter(IFspCmdType cmd)
 {
     m_cmdFspMove = cmd as CmdFspMove;
 }