本文整理汇总了C#中AsIMessage类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;
}
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);
// }
}
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);
}
}
示例4: OnRecoverState
void OnRecoverState( AsIMessage _msg)
{
SetPlayerFsmState( ePlayerFsmStateType.IDLE);
}
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);
}
}
示例6: OnNpcClick
void OnNpcClick( AsIMessage _msg)
{
if( ( null != AsHudDlgMgr.Instance) && ( true == AsHudDlgMgr.Instance.IsDontMoveState))
return;
m_CurrentFsmState.MessageProcess( _msg);
}
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();
}
}
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);
}
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();
}
示例10: OnEmotionSeatIndicate
void OnEmotionSeatIndicate( AsIMessage _msg)
{
m_CurrentFsmState.MessageProcess( _msg);
}
示例11: OnChoice
void OnChoice( AsIMessage _msg)
{
SetPlayerFsmState( ePlayerFsmStateType.CHOICE);
}
示例12: OnProduct
void OnProduct( AsIMessage _msg)
{
SetPlayerFsmState( ePlayerFsmStateType.PRODUCT);
//m_CurrentFsmState.MessageProcess( _msg);
}
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;
// }
}
示例14: OnClosePrivateShop
void OnClosePrivateShop( AsIMessage _msg)
{
m_CurrentFsmState.MessageProcess( _msg);
}
示例15: OnOpenPrivateShop
void OnOpenPrivateShop( AsIMessage _msg)
{
SetPlayerFsmState( ePlayerFsmStateType.PRIVATESHOP, _msg);
}