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C# AsIMessage类代码示例

本文整理汇总了C#中AsIMessage的典型用法代码示例。如果您正苦于以下问题:C# AsIMessage类的具体用法?C# AsIMessage怎么用?C# AsIMessage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


AsIMessage类属于命名空间,在下文中一共展示了AsIMessage类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Enter

	public override void Enter(AsIMessage _msg)
	{
		m_OwnerFsm.Entity.SetProperty(eComponentProperty.COMBAT, true);
		
//		float time = AsTableManager.Instance.GetTbl_GlobalWeight_Record("InputwaitTime").Value;
		float time = AsTableManager.Instance.GetTbl_GlobalWeight_Record(31).Value * 0.001f;
		
		SetTimer(time);
		m_OwnerFsm.time_ = time;
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:10,代码来源:AsCombat_Combat.cs

示例2: SetCombatState

	public void SetCombatState(eCombatStateType _type, AsIMessage _msg)
	{
//		if(m_CombatState.FsmStateType != _type)
//		{
			combat_ = _type;
			m_CombatState.Exit();
			m_CombatState = m_dicCombatState[_type];
			m_CombatState.Enter(_msg);
//		}
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:10,代码来源:AsPropertyDelayer_Combat.cs

示例3: SetCollectionFsmState

	public void SetCollectionFsmState( eCollectionFsmStateType _type, AsIMessage _msg)
	{
		if( m_CurrentFsmState != null)
		{
			if( m_CurrentFsmState.FsmStateType == _type)
			{
				Debug.LogWarning( "AsOtherUserFsm::SetOtherUserFsmState: same state = " + _type);
				return;
			}

			m_CurrentFsmState.Exit();
			m_OldFsmState = m_CurrentFsmState;
		}

		if( m_dicFsmState.ContainsKey( _type) == true)
		{
			state_ = _type;
			m_CurrentFsmState = m_dicFsmState[_type];
			m_CurrentFsmState.Enter( _msg);
		}
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:21,代码来源:AsCollectionFsm.cs

示例4: OnRecoverState

	void OnRecoverState( AsIMessage _msg)
	{
		SetPlayerFsmState( ePlayerFsmStateType.IDLE);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:4,代码来源:AsPlayerFsm.cs

示例5: SceneLoadingComplete_CR

	IEnumerator SceneLoadingComplete_CR( AsIMessage _msg)	
	{
		while(true)
		{	
			if(AsGameMain.s_gameState == GAME_STATE.STATE_INGAME)
				break;
			
			yield return null;	
		}	
	
		// if( AsGameMain.s_gameState != GAME_STATE.STATE_INGAME &&	
		// AsGameMain.s_gameState != GAME_STATE.STATE_LOADING)		
		// {		
		// Debug.Log( "AsPlayerFsm::OnModelLoaded: AsGameMain.s_gameState == " + AsGameMain.s_gameState);		
		// return;		
		// }
		
		float hp = m_Entity.GetProperty<float>( eComponentProperty.HP_CUR);	
		bool living = m_Entity.GetProperty<bool>( eComponentProperty.LIVING);
	
		//debug		
		Debug.Log( "AsPlayerFsm::OnModelLoaded: hp = " + hp);		
		Debug.Log( "AsPlayerFsm::OnModelLoaded: living = " + living);
				
		if( hp < 1 || living == false)		
		{
			if( TerrainMgr.Instance.IsCurMapType( eMAP_TYPE.Pvp) == false)
			{
				Debug.Log( "AsPlayerFsm::OnModelLoaded: AsGameMain.s_gameState == " + AsGameMain.s_gameState);			
				AsNotify.Instance.DeathDlg();			
			}
			
			if( m_CurrentFsmState == null || m_CurrentFsmState.FsmStateType != ePlayerFsmStateType.DEATH)		
				SetPlayerFsmState( ePlayerFsmStateType.DEATH, new Msg_EnterWorld_Death( true));		
			else		
				m_CurrentFsmState.MessageProcess( new Msg_EnterWorld_Death( true));		
		}		
		else
		{		
			if( m_CurrentFsmState != null)		
				m_CurrentFsmState.MessageProcess( _msg);		
		}
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:43,代码来源:AsPlayerFsm.cs

示例6: OnNpcClick

	void OnNpcClick( AsIMessage _msg)
	{
		if( ( null != AsHudDlgMgr.Instance) && ( true == AsHudDlgMgr.Instance.IsDontMoveState))
			return;

		m_CurrentFsmState.MessageProcess( _msg);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:7,代码来源:AsCollectionFsm.cs

示例7: FishLoadModelDummy

	void FishLoadModelDummy( AsIMessage _msg)
	{
		if ( m_CollectionEntity.FsmType != eFsmType.COLLECTION)
			return;

		AsNpcEntity npcEntity = ( AsNpcEntity)m_Entity;

		Tbl_Collection_Record record = AsTableManager.Instance.getColletionTable.GetRecord( npcEntity.TableIdx);

		if ( record != null && record.technic == eCOLLECTION_TECHNIC.QUEST)
		{
			//check
			npcEntity.collectionMark = m_Entity.gameObject.AddComponent<QuestCollectionMarkController>();
			npcEntity.collectionMark.Init( npcEntity.TableIdx, npcEntity.namePanel, (AsBaseEntity)npcEntity);
			npcEntity.collectionMark.UpdateQuestCollectionMark();
		}
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:17,代码来源:AsCollectionFsm.cs

示例8: OnZoneWarpEnd

	void OnZoneWarpEnd( AsIMessage _msg)
	{
		topInfo = new SavedMoveInfo( eMoveType.Sync_Stop, transform.position, transform.position);
		secondInfo = new SavedMoveInfo( eMoveType.Sync_Stop, transform.position, transform.position);
		sendedInfo = new SavedMoveInfo( eMoveType.Sync_Stop, transform.position, transform.position);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:6,代码来源:AsPlayerFsm.cs

示例9: OnInputAttack

	void OnInputAttack( AsIMessage _msg)
	{
		if( ( null != AsHudDlgMgr.Instance) && ( true == AsHudDlgMgr.Instance.IsDontMoveState)
			|| AsInputManager.Instance.m_Activate == false)
//		if( null != AsHudDlgMgr.Instance && ( true == AsHudDlgMgr.Instance.IsOpenTrade || true == AsHudDlgMgr.Instance.IsOpenEnchantDlg || true == AsHudDlgMgr.Instance.IsOpenStrengthenDlg))
			return;

		if( CheckMap_Village() == true)
		{
//			string content = AsTableManager.Instance.GetTbl_String(830);
//			AsChatManager.Instance.InsertChat( content, eCHATTYPE.eCHATTYPE_SYSTEM, true);
			AsMyProperty.Instance.AlertSkillInTown();
			return;
		}

		if( WeaponEquip == true)
			m_CurrentFsmState.MessageProcess( _msg);
		else
			AsMyProperty.Instance.AlertNoWeapon();
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:20,代码来源:AsPlayerFsm.cs

示例10: OnEmotionSeatIndicate

	void OnEmotionSeatIndicate( AsIMessage _msg)
	{
		m_CurrentFsmState.MessageProcess( _msg);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:4,代码来源:AsPlayerFsm.cs

示例11: OnChoice

	void OnChoice( AsIMessage _msg)
	{
		SetPlayerFsmState( ePlayerFsmStateType.CHOICE);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:4,代码来源:AsPlayerFsm.cs

示例12: OnProduct

	void OnProduct( AsIMessage _msg)
	{
		SetPlayerFsmState( ePlayerFsmStateType.PRODUCT);
		//m_CurrentFsmState.MessageProcess( _msg);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:5,代码来源:AsPlayerFsm.cs

示例13: OnEmotionIndicate

	void OnEmotionIndicate( AsIMessage _msg)
	{
		m_CurrentFsmState.MessageProcess( _msg);

//		if( Entity.GetProperty<bool>( eComponentProperty.COMBAT) == true)
//			return;
//
//		Msg_EmotionIndicate emotion = _msg as Msg_EmotionIndicate;
//		eCLASS __class = Entity.GetProperty<eCLASS>( eComponentProperty.CLASS);
//		eGENDER gender = Entity.GetProperty<eGENDER>( eComponentProperty.GENDER);
//
//		int action = -1;
//
//		switch( __class)
//		{
//		case eCLASS.DIVINEKNIGHT:
//			if( gender == eGENDER.eGENDER_MALE)
//				action = emotion.record_.DivineKnightAction_Male;
//			else if( gender == eGENDER.eGENDER_FEMALE)
//				action = emotion.record_.DivineKnightAction_Female;
//			break;
//		case eCLASS.CLERIC:
//			if( gender == eGENDER.eGENDER_MALE)
//				action = emotion.record_.ClericAction_Male;
//			else if( gender == eGENDER.eGENDER_FEMALE)
//				action = emotion.record_.ClericAction_Female;
//			break;
//		case eCLASS.MAGICIAN:
//			if( gender == eGENDER.eGENDER_MALE)
//				action = emotion.record_.MagicianAction_Male;
//			else if( gender == eGENDER.eGENDER_FEMALE)
//				action = emotion.record_.MagicianAction_Female;
//			break;
//		}
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:35,代码来源:AsPlayerFsm.cs

示例14: OnClosePrivateShop

	void OnClosePrivateShop( AsIMessage _msg)
	{
		m_CurrentFsmState.MessageProcess( _msg);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:4,代码来源:AsPlayerFsm.cs

示例15: OnOpenPrivateShop

	void OnOpenPrivateShop( AsIMessage _msg)
	{
		SetPlayerFsmState( ePlayerFsmStateType.PRIVATESHOP, _msg);
	}
开发者ID:ftcaicai,项目名称:ArkClient,代码行数:4,代码来源:AsPlayerFsm.cs


注:本文中的AsIMessage类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。