少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
 
 
public class Cmd0614 : CmdBase
{
    private uint m_PlayerID = 0;
    private int m_SkillID = -1;
    private Vector3 m_TargetPosition;
 
    public uint m_TargetServerID;
    public GActorFight m_Owner;
 
    private byte m_Step = 0;
    public override void Init(GameNetPackBasic netPack)
    {
        H0614_tagUseSkillPos m_NetPack = netPack as H0614_tagUseSkillPos;
        m_PlayerID = m_NetPack.ObjID;
        m_SkillID = m_NetPack.SkillID;
 
        m_TargetPosition.x = (m_NetPack.PosX - GA_Hero.MapOffset.x) * .5f;
        m_TargetPosition.z = (m_NetPack.PosY - GA_Hero.MapOffset.z) * .5f;
 
        if (m_NetPack.HurtCount > 0)
        {
            m_TargetServerID = m_NetPack.HurtList[0].ObjID;
        }
        else
        {
            m_TargetServerID = 0;
        }
 
        m_Owner = GAMgr.Instance.GetBySID(m_PlayerID) as GActorFight;
        m_Owner.SkillMgr.CastSkill(m_Owner.ServerInstID, m_SkillID, true);
 
        m_Step = 0;
    }
 
    public override void Update()
    {
        if (m_SkillID == -1)
        {
            m_Finished = true;
            return;
        }
 
        GActorFight _target = GAMgr.Instance.GetBySID(m_TargetServerID) as GActorFight;
        GActorNpcFight _npcFight = _target as GActorNpcFight;
        GActorPlayerBase _player = m_Owner as GActorPlayerBase;
 
        if (m_Owner == null || m_Owner.ActorInfo.serverDie)
        {
            m_Finished = true;
            return;
        }
 
        // 如果在寻路则终端当前寻路逻辑
        if (m_Owner is GA_Player
         || m_Owner is GA_NpcFightSgzcZZ)
        {
            if (m_Owner.State == E_ActorState.AutoRun)
            {
                m_Owner.StopPathFind();
            }
 
            _player.StopRush();
        }
 
        Skill _skill = m_Owner.SkillMgr.Get(m_SkillID);
 
        switch (m_Step)
        {
            case 0:
 
                SkillConfig _tagChinSkill = SkillConfig.Get(m_SkillID);
 
                Vector3 _targetPos = m_TargetPosition;
                _targetPos.y = 0;
                _targetPos = PathFinder.AdjustPosition(_targetPos);
                _targetPos.y = m_Owner.Pos.y;
                _skill.targetPosition = _targetPos;
 
                if (_tagChinSkill != null)
                {
                    if (_tagChinSkill.CastTime == 0)
                    {
                        if (_npcFight == null || _npcFight.NpcConfig.NPCType != (int)E_NpcType.Ghost)
                        {
                            //E_SkillCastType _castTrpe = (E_SkillCastType)(_tagChinSkill.Tag % 10);
                            //if (_castTrpe == E_SkillCastType.NeedTarget
                            // || m_Owner is GActorPlayerBase)
                            //{
                            //    //if (_target != null)
                            //    //{
                            //    //    Vector3 _dir = MathUtility.ForwardXZ(_target.Pos, m_Owner.Pos);
                            //    //    m_Owner.destForward = m_Owner.Forward = _dir;
                            //    //}
                            //    //else
                            //    //{
                            //    Vector3 _dir = MathUtility.ForwardXZ(_targetPos, m_Owner.Pos);
                            //    m_Owner.destForward = m_Owner.Forward = _dir;
                            //    //}
                            //}
                            //else
                            //{
                            Vector3 _dir = MathUtility.ForwardXZ(_targetPos, m_Owner.Pos);
                            m_Owner.destForward = m_Owner.Forward = _dir;
                            //}
                        }
                    }
 
                    if (_tagChinSkill.Skillactmark > 0
                     && _tagChinSkill.Skillactmark < 20)
                    {
                        switch (_tagChinSkill.Skillactmark)
                        {
                            case 10:
                                m_Owner.Play(GAStaticDefine.State_Attack1Hash);
                                break;
                            case 11:
                                m_Owner.Play(GAStaticDefine.State_Attack2Hash);
                                break;
                            case 12:
                                m_Owner.Play(GAStaticDefine.State_Attack3Hash);
                                break;
                            case 13:
                                m_Owner.Play(GAStaticDefine.State_Attack4Hash);
                                break;
                        }
                    }
                    else
                    {
                        m_Owner.NextAction = _tagChinSkill.Skillactmark;
                        switch (_tagChinSkill.Skillactmark)
                        {
                            case 21:
                                m_Owner.Play(GAStaticDefine.State_Skill21);
                                break;
                            case 22:
                                m_Owner.Play(GAStaticDefine.State_Skill22);
                                break;
                            case 23:
                                m_Owner.Play(GAStaticDefine.State_Skill23);
                                break;
                            case 24:
                                m_Owner.Play(GAStaticDefine.State_Skill24);
                                break;
                            case 25:
                                m_Owner.Play(GAStaticDefine.State_Skill25);
                                break;
                            case 26:
                                m_Owner.Play(GAStaticDefine.State_Skill26);
                                break;
                            case 27:
                                m_Owner.Play(GAStaticDefine.State_Skill27);
                                break;
                            case 28:
                                m_Owner.Play(GAStaticDefine.State_Skill28);
                                break;
                            case 29:
                                m_Owner.Play(GAStaticDefine.State_Skill29);
                                break;
                            case 99:
                                m_Owner.Play(GAStaticDefine.State_RollHash);
                                break;
                        }
                    }
                }
 
                //if (m_Owner is GA_PlayerXMZZ)
                //{
                m_Finished = true;
                //}
                //else
                //{
                //    m_Step = 1;
                //}
 
                break;
            case 1:
 
                if (_skill.SkillCompelete)
                {
                    m_Finished = true;
                }
 
                break;
        }
    }
 
}