| | |
| | | using UnityEngine; |
| | | using System.Collections.Generic; |
| | | |
| | | public class SkillManager |
| | | { |
| | | private Dictionary<int, Skill> m_SkillDict; |
| | | private List<int> m_SkillList; |
| | | |
| | | private uint m_OwnerID; |
| | | |
| | | private Skill m_CurrentSkill; |
| | | public Skill CurCastSkill |
| | | { |
| | | get |
| | | { |
| | | return m_CurrentSkill; |
| | | } |
| | | private set |
| | | { |
| | | m_CurrentSkill = value; |
| | | } |
| | | } |
| | | |
| | | private bool m_DoingPrepareSkill = false; |
| | | public bool DoingPrepareSkill |
| | | { |
| | | get |
| | | { |
| | | return m_DoingPrepareSkill; |
| | | } |
| | | set |
| | | { |
| | | m_DoingPrepareSkill = value; |
| | | } |
| | | } |
| | | |
| | | public SkillManager(uint sid) |
| | | { |
| | | m_OwnerID = sid; |
| | | m_SkillDict = new Dictionary<int, Skill>(); |
| | | m_SkillList = new List<int>(); |
| | | } |
| | | |
| | | public Skill Get(int id) |
| | | { |
| | | if (id <= 0) |
| | | { |
| | | Debug.LogWarningFormat("传入了非法的技能id...[ {0} ]", id); |
| | | return null; |
| | | } |
| | | |
| | | if (!m_SkillDict.ContainsKey(id)) |
| | | { |
| | | Skill _skill = new Skill(m_OwnerID, id); |
| | | m_SkillDict[id] = _skill; |
| | | m_SkillList.Add(id); |
| | | } |
| | | |
| | | return m_SkillDict[id]; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 释放给定id技能 |
| | | /// </summary> |
| | | /// <param name="id">技能id</param> |
| | | /// <param name="force">是否强制,忽略cd</param> |
| | | public void CastSkill(uint userSID, int id, bool force = false) |
| | | { |
| | | CurCastSkill = Get(id); |
| | | |
| | | if (!force) |
| | | { |
| | | if (!CurCastSkill.IsValid()) |
| | | { |
| | | return; |
| | | } |
| | | } |
| | | |
| | | CurCastSkill.SkillCompelete = false; |
| | | |
| | | CurCastSkill.Cast(userSID); |
| | | |
| | | CurCastSkill.hurtClientList.Clear(); |
| | | CurCastSkill.hurtClntFightNpcList.Clear(); |
| | | } |
| | | |
| | | public void Update() |
| | | { |
| | | for (int i = 0; i < m_SkillList.Count; ++i) |
| | | { |
| | | if (m_SkillDict.ContainsKey(m_SkillList[i]) == false) |
| | | { |
| | | continue; |
| | | } |
| | | m_SkillDict[m_SkillList[i]].Update(); |
| | | } |
| | | } |
| | | |
| | | public void Clear() |
| | | { |
| | | Skill _skill = null; |
| | | GActorFight _owner = GAMgr.Instance.GetBySID(m_OwnerID) as GActorFight; |
| | | foreach (var _skillID in m_SkillList) |
| | | { |
| | | _skill = m_SkillDict[_skillID]; |
| | | _skill.ClearSkillKillTargets(); |
| | | } |
| | | } |
| | | } |
| | | using UnityEngine;
|
| | | using System.Collections.Generic;
|
| | |
|
| | | public class SkillManager
|
| | | {
|
| | | private Dictionary<int, Skill> m_SkillDict;
|
| | | private List<int> m_SkillList;
|
| | |
|
| | | private uint m_OwnerID;
|
| | |
|
| | | private Skill m_CurrentSkill;
|
| | | public Skill CurCastSkill
|
| | | {
|
| | | get
|
| | | {
|
| | | return m_CurrentSkill;
|
| | | }
|
| | | private set
|
| | | {
|
| | | m_CurrentSkill = value;
|
| | | }
|
| | | }
|
| | |
|
| | | private bool m_DoingPrepareSkill = false;
|
| | | public bool DoingPrepareSkill
|
| | | {
|
| | | get
|
| | | {
|
| | | return m_DoingPrepareSkill;
|
| | | }
|
| | | set
|
| | | {
|
| | | m_DoingPrepareSkill = value;
|
| | | }
|
| | | }
|
| | |
|
| | | public SkillManager(uint sid)
|
| | | {
|
| | | m_OwnerID = sid;
|
| | | m_SkillDict = new Dictionary<int, Skill>();
|
| | | m_SkillList = new List<int>();
|
| | | }
|
| | |
|
| | | public Skill Get(int id)
|
| | | {
|
| | | if (id <= 0)
|
| | | {
|
| | | Debug.LogWarningFormat("传入了非法的技能id...[ {0} ]", id);
|
| | | return null;
|
| | | }
|
| | |
|
| | | if (!m_SkillDict.ContainsKey(id))
|
| | | {
|
| | | Skill _skill = new Skill(m_OwnerID, id);
|
| | | m_SkillDict[id] = _skill;
|
| | | m_SkillList.Add(id);
|
| | | }
|
| | |
|
| | | return m_SkillDict[id];
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 释放给定id技能
|
| | | /// </summary>
|
| | | /// <param name="id">技能id</param>
|
| | | /// <param name="force">是否强制,忽略cd</param>
|
| | | public void CastSkill(uint userSID, int id, bool force = false)
|
| | | {
|
| | | CurCastSkill = Get(id);
|
| | |
|
| | | if (!force)
|
| | | {
|
| | | if (!CurCastSkill.IsValid())
|
| | | {
|
| | | return;
|
| | | }
|
| | | }
|
| | |
|
| | | CurCastSkill.SkillCompelete = false;
|
| | |
|
| | | CurCastSkill.Cast(userSID);
|
| | |
|
| | | CurCastSkill.hurtClientList.Clear();
|
| | | CurCastSkill.hurtClntFightNpcList.Clear();
|
| | | }
|
| | |
|
| | | public void Update()
|
| | | {
|
| | | for (int i = 0; i < m_SkillList.Count; ++i)
|
| | | {
|
| | | if (m_SkillDict.ContainsKey(m_SkillList[i]) == false)
|
| | | {
|
| | | continue;
|
| | | }
|
| | | m_SkillDict[m_SkillList[i]].Update();
|
| | | }
|
| | | }
|
| | |
|
| | | public void Clear()
|
| | | {
|
| | | Skill _skill = null;
|
| | | GActorFight _owner = GAMgr.Instance.GetBySID(m_OwnerID) as GActorFight;
|
| | | foreach (var _skillID in m_SkillList)
|
| | | {
|
| | | _skill = m_SkillDict[_skillID];
|
| | | _skill.ClearSkillKillTargets();
|
| | | }
|
| | | }
|
| | | }
|