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C# SkillInstance.StopCurSection方法代码示例

本文整理汇总了C#中SkillSystem.SkillInstance.StopCurSection方法的典型用法代码示例。如果您正苦于以下问题:C# SkillInstance.StopCurSection方法的具体用法?C# SkillInstance.StopCurSection怎么用?C# SkillInstance.StopCurSection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SkillSystem.SkillInstance的用法示例。


在下文中一共展示了SkillInstance.StopCurSection方法的3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: Execute

 public override bool Execute(object sender, SkillInstance instance, long delta, long curSectionTime)
 {
     GfxSkillSenderInfo senderObj = sender as GfxSkillSenderInfo;
     if (null == senderObj) return false;
     Scene scene = senderObj.Scene;
     EntityInfo obj = senderObj.GfxObj;
     if (null == obj) return false;
     if (curSectionTime < StartTime) {
         return true;
     }
     if (m_HaveIsContinue) {
         if (0 == m_Type.CompareTo("shield")) {
             if (scene.EntityController.HaveShield(senderObj.ActorId))
                 return true;
         } else {
             if (scene.EntityController.HaveState(senderObj.ActorId, m_Type))
                 return true;
         }
     } else {
         if (0 == m_Type.CompareTo("shield")) {
             if (!scene.EntityController.HaveShield(senderObj.ActorId))
                 return true;
         } else {
             if (!scene.EntityController.HaveState(senderObj.ActorId, m_Type))
                 return true;
         }
     }
     instance.StopCurSection();
     return false;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:30,代码来源:SectionTrigger.cs

示例2: Execute

        public override bool Execute(object sender, SkillInstance instance, long delta, long curSectionTime)
        {
            GfxSkillSenderInfo senderObj = sender as GfxSkillSenderInfo;
            if (null == senderObj) {
                return false;
            }
            if (senderObj.ConfigData.type == (int)SkillOrImpactType.Skill) {
                return false;//track只能在impact或buff里使用
            }
            Scene scene = senderObj.Scene;
            EntityInfo obj = senderObj.GfxObj;
            if (null != obj) {
                if (curSectionTime >= StartTime) {

                    if (!m_IsStarted) {
                        m_IsStarted = true;

                        Vector3 dest = obj.GetMovementStateInfo().GetPosition3D();
                        dest.Y += 1.5f;

                        Vector3 pos = scene.EntityController.GetImpactSenderPosition(senderObj.ActorId, senderObj.SkillId, senderObj.Seq);
                        object speedObj;
                        if (instance.Variables.TryGetValue("emitSpeed", out speedObj)) {
                            m_Speed = (float)speedObj;
                        } else {
                            return false;
                        }

                        float duration = m_Duration;
                        if (duration > Geometry.c_FloatPrecision) {
                            float d = duration / 1000.0f;
                            m_Lifetime = d;
                            m_Speed = (dest - m_StartPos).Length() / m_Lifetime;
                        } else {
                            m_Lifetime = 1.0f;
                            if (m_Speed > Geometry.c_FloatPrecision) {
                                m_Lifetime = (dest - m_StartPos).Length() / m_Speed;
                            }
                        }

                    } else if (curSectionTime > StartTime + (long)(m_Lifetime * 1000)) {
                        m_HitEffectRotation = Quaternion.Identity;
                        if (m_NoImpact) {
                            instance.SetVariable("hitEffectRotation", m_HitEffectRotation);
                        } else {
                            int impactId = scene.EntityController.GetTrackSendImpact(senderObj.ActorId, senderObj.Seq, instance.Variables);
                            Dictionary<string, object> args;
                            TriggerUtil.CalcImpactConfig(0, impactId, instance, senderObj.ConfigData, out args);
                            if (args.ContainsKey("hitEffectRotation"))
                                args["hitEffectRotation"] = m_HitEffectRotation;
                            else
                                args.Add("hitEffectRotation", m_HitEffectRotation);
                            scene.EntityController.TrackSendImpact(senderObj.ActorId, senderObj.SkillId, senderObj.Seq, impactId, args);
                            int senderId, targetId;
                            scene.EntityController.CalcSenderAndTarget(senderObj, out senderId, out targetId);
                        }
                        instance.StopCurSection();
                        return false;
                    }

                    //GameFramework.LogSystem.Debug("EmitEffectTriger:{0}", m_EffectPath);
                    return true;
                } else {
                    return true;
                }
            } else {
                instance.StopCurSection();
                return false;
            }
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:70,代码来源:ImpactTrigger.cs

示例3: Execute


//.........这里部分代码省略.........
                        float duration = m_Duration.Get(instance);
                        if (duration > Geometry.c_FloatPrecision) {
                            float d = duration / 1000.0f;
                            m_Lifetime = d;
                            m_Speed = (dest - m_StartPos).magnitude / m_Lifetime;
                        } else {
                            m_Lifetime = 1.0f;
                            if (m_Speed > Geometry.c_FloatPrecision) {
                                m_Lifetime = (dest - m_StartPos).magnitude / m_Speed;
                            }
                        }
                        long newSectionDuration = StartTime + (long)(m_Lifetime * 1000);
                        if (instance.CurSectionDuration < newSectionDuration) {
                            instance.SetCurSectionDuration(newSectionDuration);
                        }
                        Quaternion dir;
                        object dirObj;
                        if (instance.Variables.TryGetValue("emitDir", out dirObj)) {
                            dir = (Quaternion)dirObj;
                        } else {
                            dir = Quaternion.identity;
                        }
                        Vector3 scale;
                        object scaleObj;
                        if (instance.Variables.TryGetValue("emitScale", out scaleObj)) {
                            scale = (Vector3)scaleObj;
                        } else {
                            scale = Vector3.one;
                        }
                        Vector3 lookDir = dest - m_StartPos;
                        Quaternion q = Quaternion.LookRotation(lookDir);
                        m_ControlPos = m_StartPos + Vector3.Scale(q * dir * Vector3.forward, scale * lookDir.magnitude * 0.5f);
                        string effectPath = SkillParamUtility.RefixResourceVariable("emitEffect", instance, senderObj.ConfigData.resources);
                        m_Effect = ResourceSystem.Instance.NewObject(effectPath, m_Lifetime) as GameObject;
                        if (null != m_Effect) {
                            senderObj.TrackEffectObj = m_Effect;
                            TriggerUtil.SetObjVisible(m_Effect, true);
                            m_Effect.SetActive(false);
                            m_Effect.transform.position = m_StartPos;
                            m_Effect.transform.localRotation = q;
                            m_Effect.SetActive(true);
                        } else {
                            if (string.IsNullOrEmpty(effectPath)) {
                                LogSystem.Warn("[skill:{0} dsl skill id:{1}] track effect is empty.", senderObj.SkillId, instance.DslSkillId);
                            } else {
                                LogSystem.Warn("[skill:{0} dsl skill id:{1}] track effect {2} can't find.", senderObj.SkillId, instance.DslSkillId, effectPath);
                            }
                        }
                    } else if (null != m_Effect) {
                        if (!m_NotMove && !m_IsHit) {
                            Vector3 dest;
                            if (null != m_BoneTransform) {
                                dest = m_BoneTransform.position;
                            } else {
                                dest = obj.transform.position;
                                dest.y += 1.5f;
                            }
                            dest = Utility.FrontOfTarget(m_StartPos, dest, 0.1f);
                            //m_Effect.transform.position = Vector3.MoveTowards(m_Effect.transform.position, dest, m_RealSpeed * Time.deltaTime);
                            m_Effect.transform.position = Utility.GetBezierPoint(m_StartPos, m_ControlPos, dest, (curSectionTime - StartTime) / 1000.0f / m_Lifetime);
                            if ((dest - m_Effect.transform.position).sqrMagnitude <= 0.01f) {
                                m_HitEffectRotation = Quaternion.LookRotation(m_StartPos - dest);
                                if (m_NoImpact) {
                                    instance.SetVariable("hitEffectRotation", m_HitEffectRotation);
                                } else {
                                    int impactId = EntityController.Instance.GetTrackSendImpact(senderObj.ActorId, senderObj.Seq, instance.Variables);
                                    Dictionary<string, object> args;
                                    TriggerUtil.CalcImpactConfig(0, impactId, instance, senderObj.ConfigData, out args);
                                    if (args.ContainsKey("hitEffectRotation"))
                                        args["hitEffectRotation"] = m_HitEffectRotation;
                                    else
                                        args.Add("hitEffectRotation", m_HitEffectRotation);
                                    EntityController.Instance.TrackSendImpact(senderObj.ActorId, senderObj.SkillId, senderObj.Seq, impactId, args);
                                    int senderId, targetId;
                                    EntityController.Instance.CalcSenderAndTarget(senderObj, out senderId, out targetId);
                                }
                                m_IsHit = true;
                            }
                        }
                        if (curSectionTime > StartTime + m_Lifetime * 1000) {
                            m_Effect.SetActive(false);
                            ResourceSystem.Instance.RecycleObject(m_Effect);
                            m_Effect = null;
                            instance.StopCurSection();
                            return false;
                        }
                    } else {
                        return false;
                    }

                    //GameFramework.LogSystem.Debug("EmitEffectTriger:{0}", m_EffectPath);
                    return true;
                } else {
                    return true;
                }
            } else {
                instance.StopCurSection();
                return false;
            }
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:101,代码来源:ImpactTrigger.cs


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