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); //} }
/// <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); } }
/// <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); }
public virtual void PushCommand(IFspCmdType cmd) { switch (cmd.GetCmdType()) { case CmdFspEnum.eFspSendSkill: m_curSkillCmd = cmd as CmdFspSendSkill; Init(); break; } }
public void PushCommand(IFspCmdType cmd) { switch (cmd.GetCmdType()) { case CmdFspEnum.eFspSendSkill: m_curSkillCmd = cmd as CmdFspSendSkill; Start(); m_vSkill.PushCommand(cmd); break; } }
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); }
/// <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); }
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; }
public virtual void Enter(IFspCmdType cmd) { }
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; } }
public override void Enter(IFspCmdType cmd) { }
public virtual void PushCommand(IFspCmdType cmd) { }
public override void Enter(IFspCmdType cmd) { m_cmdFspMove = cmd as CmdFspMove; }