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C# Mobile.DisruptiveAction方法代码示例

本文整理汇总了C#中Mobile.DisruptiveAction方法的典型用法代码示例。如果您正苦于以下问题:C# Mobile.DisruptiveAction方法的具体用法?C# Mobile.DisruptiveAction怎么用?C# Mobile.DisruptiveAction使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Mobile的用法示例。


在下文中一共展示了Mobile.DisruptiveAction方法的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: OnSwing

		public override TimeSpan OnSwing( Mobile attacker, Mobile defender ) {
			// Make sure we've been standing still for one second
			if( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds( Core.AOS ? 0.5 : 1.0 )) || (Core.AOS && WeaponAbility.GetCurrentAbility( attacker ) is MovingShot) ) {
				bool canSwing = true;

				if( Core.AOS ) {
					canSwing = (!attacker.Paralyzed && !attacker.Frozen);

					if( canSwing ) {
						Spell sp = attacker.Spell as Spell;

						canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
					}
				}

				if( canSwing && attacker.HarmfulCheck( defender ) ) {
					attacker.DisruptiveAction();
					attacker.Send( new Swing( 0, attacker, defender ) );

					if( OnFired( attacker, defender ) ) {
						if( CheckHit( attacker, defender ) )
							OnHit( attacker, defender );
						else
							OnMiss( attacker, defender );
					}
				}

				return GetDelay( attacker );
			} else {
				return TimeSpan.FromSeconds( 0.25 );
			}
		}
开发者ID:greeduomacro,项目名称:hubroot,代码行数:32,代码来源:BaseThrowingWeap.cs

示例2: OnSwing

		public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
		{
			// Make sure we've been standing still for .25/.5/1 second depending on Era
			if ( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds( 1.0 )) )
			{
				if ( attacker.HarmfulCheck( defender ) )
				{
					attacker.DisruptiveAction();
					attacker.Send( new Swing( 0, attacker, defender ) );

					if ( OnFired( attacker, defender ) )
					{
						if ( CheckHit( attacker, defender ) )
							OnHit( attacker, defender );
						else
							OnMiss( attacker, defender );
					}
				}

				attacker.RevealingAction();

				return GetDelay( attacker );
			}
			else
			{
				attacker.RevealingAction();

				return TimeSpan.FromSeconds( 0.25 );
			}
		}
开发者ID:Grimoric,项目名称:RunUO.T2A,代码行数:30,代码来源:BaseRanged.cs

示例3: OnSwing

		public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
		{
			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );

			// Make sure we've been standing still for .25/.5/1 second depending on Era
			if ( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds( Core.SE ? 0.25 : (Core.AOS ? 0.5 : 1.0) )) || (Core.AOS && WeaponAbility.GetCurrentAbility( attacker ) is MovingShot) )
			{
				bool canSwing = true;

				if ( Core.AOS )
				{
					canSwing = ( !attacker.Paralyzed && !attacker.Frozen );

					if ( canSwing )
					{
						Spell sp = attacker.Spell as Spell;

						canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
					}
				}

                #region Dueling
                if (attacker is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)attacker;

                    if (pm.DuelContext != null && !pm.DuelContext.CheckItemEquip(attacker, this))
                        canSwing = false;
                }
                #endregion


				if ( canSwing && attacker.HarmfulCheck( defender ) )
				{
					attacker.DisruptiveAction();
					attacker.Send( new Swing( 0, attacker, defender ) );

					if ( OnFired( attacker, defender ) )
					{
						if ( CheckHit( attacker, defender ) )
							OnHit( attacker, defender );
						else
							OnMiss( attacker, defender );
					}
				}

				attacker.RevealingAction();

				return GetDelay( attacker );
			}
			else
			{
				attacker.RevealingAction();

				return TimeSpan.FromSeconds( 0.25 );
			}
		}
开发者ID:greeduomacro,项目名称:vivre-uo,代码行数:57,代码来源:BaseRanged.cs

示例4: ZombieSwingDirection


//.........这里部分代码省略.........

                currentLoc.X += directionVector.X;
                currentLoc.Y += directionVector.Y;

                Sector newSector = mob.Map.GetSector(currentLoc);

                possibleTargets.AddRange(
                    newSector.Mobiles.Where(
                        m =>
                            (m.X == currentLoc.X && m.Y == currentLoc.Y && m != mob && mob.CanBeHarmful(m)) ||
                            m.X == mob.X && m.Y == mob.Y && m != mob));
            }
            else
            {
                for (int i = 0; i < range; i++)
                {
                    currentLoc.X += directionVector.X;
                    currentLoc.Y += directionVector.Y;

                    Sector newSector = mob.Map.GetSector(currentLoc);

                    possibleTargets.AddRange(
                        newSector.Mobiles.Where(
                            m =>
                                m.X == currentLoc.X && m.Y == currentLoc.Y && m != mob && mob.CanBeHarmful(m) &&
                                mob.InLOS(m)));

                    if (possibleTargets.Count > 0)
                    {
                        break; // we found our mark
                    }
                }
            }

            if (possibleTargets.Count > 0)
            {
                // TODO: maybe I should add a check for friends? (less likely to hit a friend?)
                Mobile target = possibleTargets[Utility.Random(possibleTargets.Count)];

                if (weapon is BaseRanged)
                {
                    var ranged = weapon as BaseRanged;
                    bool canSwing = ranged.CanSwing(mob, target);

                    if (mob is PlayerMobile)
                    {
                        var pm = (PlayerMobile) mob;

                        if (pm.DuelContext != null && !pm.DuelContext.CheckItemEquip(mob, ranged))
                        {
                            canSwing = false;
                        }
                    }

                    if (canSwing && mob.HarmfulCheck(target))
                    {
                        mob.DisruptiveAction();
                        mob.Send(new Swing(0, mob, target));

                        if (ranged.OnFired(mob, target))
                        {
                            if (ranged.CheckHit(mob, target))
                            {
                                ranged.OnHit(mob, target);
                            }
                            else
                            {
                                ranged.OnMiss(mob, target);
                            }
                        }
                    }

                    mob.RevealingAction();

                    //GetDelay(mob);
                }
                else
                {
                    weapon.OnSwing(mob, target);
                }
            }
            else
            {
                if (weapon is BaseRanged)
                {
                    if (((BaseRanged) weapon).OnFired(mob, null))
                    {
                        ZombieEffect(mob, ((BaseRanged) weapon).EffectID, 18, mob.X, mob.Y, mob.Z, currentLoc.X,
                            currentLoc.Y, currentLoc.Z, false, false);
                        Effects.PlaySound(mob, mob.Map, Utility.RandomMinMax(0x538, 0x53a));
                        ZombieSwingAnimation(mob);
                    }
                }
                else
                {
                    Effects.PlaySound(mob, mob.Map, Utility.RandomMinMax(0x538, 0x53a));
                    ZombieSwingAnimation(mob);
                }
            }
        }
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:101,代码来源:ZombieEvent.cs

示例5: OnSwing

        public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
        {
            //Remove weapon ability -- jabs
            /*WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );*/

            // Make sure we've been standing still for .25/.5/1 second depending on Era
            if ( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds( Core.SE ? 0.25 : (Core.AOS ? 0.5 : 1.0) )) /*|| (Core.AOS && WeaponAbility.GetCurrentAbility( attacker ) is MovingShot)*/ )
            {
                bool canSwing = true;

                //if ( Core.AOS )
                {
                    canSwing = ( !attacker.Paralyzed && !attacker.Frozen );

                    if ( canSwing )
                    {
                        Spell sp = attacker.Spell as Spell;

                        canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
                    }
                }

                if ( canSwing && attacker.HarmfulCheck( defender ) && Map.LineOfSight(attacker, defender) )
                {
                    attacker.DisruptiveAction();

                    // Swing packet causes the client to begin automatically changing direction
                    // every few seconds to face the attacker, a feature that has never been in zulu -- jabs
                    //attacker.Send( new Swing( 0, attacker, defender ) );

                    if ( OnFired( attacker, defender ) )
                    {
                        if ( CheckHit( attacker, defender ) )
                            OnHit( attacker, defender );
                        else
                            OnMiss( attacker, defender );
                    }
                }

                attacker.RevealingAction();

                return GetDelay( attacker );
            }
            else
            {
                attacker.RevealingAction();

                return TimeSpan.FromSeconds( 0.25 );
            }
        }
开发者ID:notsentient,项目名称:RunZHA,代码行数:50,代码来源:BaseRanged.cs

示例6: OnSwing

		public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender, double damageBonus )
		{
			if ( attacker.HarmfulCheck( defender ) )
			{
				attacker.DisruptiveAction();

				if ( attacker.NetState != null )
					attacker.Send( new Swing( 0, attacker, defender ) );

				if ( CheckHit( attacker, defender ) )
					OnHit( attacker, defender, damageBonus );
				else
					OnMiss( attacker, defender );
			}

			return GetDelay( attacker );
		}
开发者ID:Grimoric,项目名称:RunUO.T2A,代码行数:17,代码来源:BaseWeapon.cs

示例7: OnSwing

        public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender, double damageBonus )
        {
            bool canSwing = true;
            int OldSwingState = attacker.SwingState;
            int NewSwingState = this.AdvanceSwingState(attacker);

            if (OldSwingState == NewSwingState)
                return TimeSpan.Zero;

            if (NewSwingState < 2)
                return TimeSpan.Zero;

            if (NewSwingState == 2)
                PlaySwingAnimation(attacker);

            if (NewSwingState == 3 && attacker.HarmfulCheck(defender))
            {
                attacker.DisruptiveAction();

                if (attacker.NetState != null)
                    attacker.Send(new Swing(0, attacker, defender));

                if (attacker is BaseCreature)
                {
                    BaseCreature bc = (BaseCreature)attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if (ab != null)
                    {
                        if (bc.WeaponAbilityChance > Utility.RandomDouble())
                            WeaponAbility.SetCurrentAbility(bc, ab);
                        else
                            WeaponAbility.ClearCurrentAbility(bc);
                    }
                }

                if (CheckHit(attacker, defender))
                    OnHit(attacker, defender, damageBonus);
                else
                    OnMiss(attacker, defender);
            }

            return GetDelay( attacker );
        }
开发者ID:Godkong,项目名称:RunUO,代码行数:44,代码来源:BaseWeapon.cs

示例8: OnSwing

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus)
        {
            bool canSwing = CanSwing(attacker, defender);

            if (attacker is PlayerMobile)
            {
                var pm = (PlayerMobile) attacker;

                if (pm.DuelContext != null && !pm.DuelContext.CheckItemEquip(attacker, this))
                {
                    canSwing = false;
                }
            }

            if (canSwing && attacker.HarmfulCheck(defender))
            {
                // true if return override is encountered
                if (XmlScript.HasTrigger(this, TriggerName.onSwing) &&
                    UberScriptTriggers.Trigger(this, defender, TriggerName.onSwing))
                {
                    return GetDelay(attacker);
                }

                attacker.DisruptiveAction();

                if (attacker.NetState != null)
                {
                    attacker.Send(new Swing(0, attacker, defender));
                }

                if (attacker is BaseCreature)
                {
                    var bc = (BaseCreature) attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if (ab != null)
                    {
                        if (bc.WeaponAbilityChance > Utility.RandomDouble())
                        {
                            WeaponAbility.SetCurrentAbility(bc, ab);
                        }
                        else
                        {
                            WeaponAbility.ClearCurrentAbility(bc);
                        }
                    }
                }

                if (CheckHit(attacker, defender))
                {
                    OnHit(attacker, defender, damageBonus);
                }
                else
                {
                    OnMiss(attacker, defender);
                }
            }

            return GetDelay(attacker);
        }
开发者ID:greeduomacro,项目名称:UO-Forever,代码行数:60,代码来源:BaseWeapon.cs

示例9: OnSwing

        public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
        {
            // Make sure we've been standing still for one second
            if ( attacker.HarmfulCheck( defender ) )
            {
                attacker.DisruptiveAction();
                attacker.Send( new Swing( 0, attacker, defender ) );

                if ( OnFired( attacker, defender ) )
                {
                    if ( CheckHit( attacker, defender ) )
                        OnHit( attacker, defender );
                    else
                        OnMiss( attacker, defender );
                }
            }

            return GetDelay( attacker );
        }
开发者ID:FreeReign,项目名称:Rebirth-Repack,代码行数:19,代码来源:BaseRanged.cs

示例10: OnSwing

		public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus)
		{
			bool canSwing = true;

			if (Core.AOS)
			{
				canSwing = (!attacker.Paralyzed && !attacker.Frozen);

				if (canSwing)
				{
					Spell sp = attacker.Spell as Spell;

					canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
				}

				if (canSwing)
				{
					PlayerMobile p = attacker as PlayerMobile;

					canSwing = (p == null || p.PeacedUntil <= DateTime.UtcNow);
				}
			}

			#region Dueling
			if (attacker is PlayerMobile)
			{
				PlayerMobile pm = (PlayerMobile)attacker;

				if (pm.DuelContext != null && !pm.DuelContext.CheckItemEquip(attacker, this))
				{
					canSwing = false;
				}
			}
			#endregion

			if (canSwing && attacker.HarmfulCheck(defender))
			{
				attacker.DisruptiveAction();

				if (attacker.NetState != null)
				{
					attacker.Send(new Swing(0, attacker, defender));
				}

				if (attacker is BaseCreature)
				{
					BaseCreature bc = (BaseCreature)attacker;
					WeaponAbility ab = bc.GetWeaponAbility();

					if (ab != null)
					{
						if (bc.WeaponAbilityChance > Utility.RandomDouble())
						{
							WeaponAbility.SetCurrentAbility(bc, ab);
						}
						else
						{
							WeaponAbility.ClearCurrentAbility(bc);
						}
					}
				}

				if (CheckHit(attacker, defender))
				{
					OnHit(attacker, defender, damageBonus);
				}
				else
				{
					OnMiss(attacker, defender);
				}
			}

			return GetDelay(attacker);
		}
开发者ID:Tukaramdas,项目名称:ServUO-EC-Test-Fork,代码行数:74,代码来源:BaseWeapon.cs

示例11: OnSwing

        public override TimeSpan OnSwing(Mobile attacker, Mobile defender)
        {
            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);
            //attacker.SendMessage(this.SwingState.ToString());
            /*if (DateTime.Now <= (attacker.LastMoveTime + TimeSpan.FromSeconds(0.25)))
            {

                return TimeSpan.Zero;
            }*/
            // Make sure we've been standing still for .25/.5/1 second depending on Era
            /*if (DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds(Core.SE ? 0.25 : (Core.AOS ? 0.5 : 1.0))) || (Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot))
            {*/
            bool canSwing = true;
            int OldSwingState = attacker.SwingState;
            int NewSwingState = this.AdvanceSwingState(attacker);
            if (OldSwingState == NewSwingState)
                return TimeSpan.Zero;
            if (NewSwingState < 2)
                return TimeSpan.Zero;

            if (NewSwingState == 2)
            {
                if (!OnFired(attacker, defender))
                {
                    this.ResetSwingState(1);
                    return TimeSpan.Zero;
                }
                PlaySwingAnimation(attacker);
                //attacker.PlaySound(GetMissAttackSound(attacker, defender));
                attacker.DisruptiveAction();
                attacker.Send(new Swing(0, attacker, defender));

                if (CheckHit(attacker, defender))
                    OnHit(attacker, defender);
                else
                    OnMiss(attacker, defender);
            }

            if (NewSwingState == 3 && attacker.HarmfulCheck(defender))
            {

                /*if (OnFired(attacker, defender))
                {*/

                //}
            }

            attacker.RevealingAction();

            return GetDelay(attacker);
            /*}
            else
            {
                attacker.RevealingAction();

                return TimeSpan.FromSeconds(0.25);
            }*/
        }
开发者ID:Godkong,项目名称:Origins,代码行数:58,代码来源:BaseRanged.cs

示例12: OnSwing

        public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
        {
            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);

            if (this.Parent is Player)
            {
                Marksman mm = Perk.GetByType<Marksman>((Player)this.Parent);

                if (mm != null && mm.RunAndGun())
                {
                    bool canSwing = true;

                    if (Core.AOS)
                    {
                        canSwing = (!attacker.Paralyzed && !attacker.Frozen);

                        if (canSwing)
                        {
                            Spell sp = attacker.Spell as Spell;

                            canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
                        }
                    }

                    if (canSwing && attacker.HarmfulCheck(defender))
                    {
                        attacker.DisruptiveAction();
                        attacker.Send(new Swing(0, attacker, defender));

                        Item weapon = this as BaseRanged;

                        if (weapon != null)
                        {
                            if (((Player)this.Parent).Stam < (int)(((weapon.Weight + 2) / 2) + 3))
                            {
                                canSwing = false;
                                ((Player)this.Parent).SendMessage("You do not have the stamina to draw your bow.");
                            }
                            else
                            {
                                ((Player)this.Parent).Stam -= (int)(((weapon.Weight + 2) / 2) + 3);
                            }
                        }

                        if (OnFired(attacker, defender))
                        {
                            if (CheckHit(attacker, defender))
                                OnHit(attacker, defender);
                            else
                                OnMiss(attacker, defender);
                        }
                    }

                    attacker.RevealingAction();

                    return GetDelay(attacker);
                }
            }

            // Make sure we've been standing still for .25/.5/1 second depending on Era
            if( DateTime.Now > (attacker.LastMoveTime + TimeSpan.FromSeconds(Core.SE ? 0.25 : (Core.AOS ? 0.5 : 1.0))) || (Core.AOS && WeaponAbility.GetCurrentAbility(attacker) is MovingShot) )
            {
                bool canSwing = true;

                if( Core.AOS )
                {
                    canSwing = (!attacker.Paralyzed && !attacker.Frozen);

                    if( canSwing )
                    {
                        Spell sp = attacker.Spell as Spell;

                        canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
                    }
                }

                if( canSwing && attacker.HarmfulCheck(defender) )
                {
                    attacker.DisruptiveAction();
                    attacker.Send(new Swing(0, attacker, defender));

                    Item weapon = this as BaseRanged;

                    if (Parent is Player)
                    {
                        if (weapon != null)
                        {
                            if (((Player)this.Parent).Stam < (int)(((weapon.Weight + 2) / 2) + 3))
                            {
                                canSwing = false;
                                ((Player)this.Parent).SendMessage("You do not have the stamina to draw your bow.");
                            }
                            else
                            {
                                ((Player)this.Parent).Stam -= (int)(((weapon.Weight + 2) / 2) + 3);
                            }
                        }
                    }

                    if( OnFired(attacker, defender) )
//.........这里部分代码省略.........
开发者ID:ITLongwell,项目名称:Ulmeta,代码行数:101,代码来源:BaseRanged.cs

示例13: OnSwing

        public override TimeSpan OnSwing( Mobile attacker, Mobile defender )
        {
            // Make sure we've been standing still for 0.5 seconds
            if ( DateTime.Now > ( attacker.LastMoveTime + TimeSpan.FromSeconds( 0.5 ) ) || ( WeaponAbility.GetCurrentAbility( attacker ) is MovingShot ) )
            {
                if ( CanSwing( attacker ) && attacker.HarmfulCheck( defender ) )
                {
                    attacker.DisruptiveAction();
                    attacker.Send( new Swing( 0, attacker, defender ) );

                    Effects.SendPacket( attacker, attacker.Map, new GraphicalEffect( EffectType.Moving, attacker.Serial, defender.Serial, ItemID, attacker.Location, defender.Location, 18, 0, false, 2 ) );

                    if ( CheckHit( attacker, defender ) )
                        OnHit( attacker, defender );
                    else
                        OnMiss( attacker, defender );
                }

                return GetDelay( attacker );
            }
            else
            {
                return TimeSpan.FromSeconds( 0.5 + ( 0.25 * Utility.RandomDouble() ) );
            }
        }
开发者ID:Ravenwolfe,项目名称:xrunuo,代码行数:25,代码来源:BaseThrowing.cs

示例14: OnSwing

        public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender, double damageBonus )
        {
            bool canSwing = true;

            if ( Core.AOS )
            {
                canSwing = ( !attacker.Paralyzed && !attacker.Frozen );

                if ( canSwing )
                {
                    Spell sp = attacker.Spell as Spell;

                    canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
                }
            }

            if ( canSwing && attacker.HarmfulCheck( defender ) )
            {
                attacker.DisruptiveAction();

                // Swing packet causes the client to begin automatically changing direction
                // every few seconds to face the attacker, a feature that has never been in zulu -- jabs
                /*
                if ( attacker.NetState != null )
                    attacker.Send( new Swing( 0, attacker, defender ) );
                */

                //Removed weapon ability -- jabs
                /*
                if ( attacker is BaseCreature )
                {
                    BaseCreature bc = (BaseCreature)attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if ( ab != null )
                    {
                        if ( bc.WeaponAbilityChance > Utility.RandomDouble() )
                            WeaponAbility.SetCurrentAbility( bc, ab );
                        else
                            WeaponAbility.ClearCurrentAbility( bc );
                    }
                }*/

                if (CheckHit(attacker, defender))
                {
                    OnHit( attacker, defender, damageBonus );
                }
                else
                    OnMiss(attacker, defender);
            }

            return GetDelay( attacker );
        }
开发者ID:notsentient,项目名称:RunZHA,代码行数:53,代码来源:BaseWeapon.cs

示例15: OnSwing

		public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender )
		{
			bool canSwing = true;

			if ( Core.AOS )
			{
				canSwing = ( !attacker.Paralyzed && !attacker.Frozen );

				if ( canSwing )
				{
					Spell sp = attacker.Spell as Spell;

					canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
				}
			}

			if ( canSwing && attacker.HarmfulCheck( defender ) )
			{
				attacker.DisruptiveAction();

				if ( attacker.NetState != null )
					attacker.Send( new Swing( 0, attacker, defender ) );

				if ( attacker is BaseCreature )
				{
					BaseCreature bc = (BaseCreature)attacker;
					WeaponAbility ab = bc.GetWeaponAbility();

					if ( ab != null )
					{
						if ( bc.WeaponAbilityChance > Utility.RandomDouble() )
							WeaponAbility.SetCurrentAbility( bc, ab );
						else
							WeaponAbility.ClearCurrentAbility( bc );
					}
				}

				if ( CheckHit( attacker, defender ) )
					OnHit( attacker, defender );
				else
					OnMiss( attacker, defender );
			}

			return GetDelay( attacker );
		}
开发者ID:zerodowned,项目名称:angelisland,代码行数:45,代码来源:BaseWeapon.cs


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