| Fight/Actor/AI/HeroAI_Auto.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/HeroAI_KillUntilDie.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/HeroBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_Hero.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/PreFightMission.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/AI/HeroAI_Auto.cs
@@ -109,7 +109,7 @@ UserInputHandler.OnCirclePanelTouched += OnActiveInterrupt; UserInputHandler.OnClickedFloor += OnClickFloor; GA_Hero.OnLockTargetChanged += OnLockTargetChanged; GA_Hero.OnUserClickSkill += OnUserClickSkill; HeroBehaviour.OnUserClickSkill += OnUserClickSkill; OnEnter(); } @@ -124,7 +124,7 @@ GA_Hero _hero = PlayerDatas.Instance.hero; if(_hero.IsPolyMorph) if (_hero.IsPolyMorph) { return; } @@ -221,7 +221,6 @@ break; case 1:// 暂停状态 if (m_NeedMoveToPos) { if (StatusMgr.Instance.CanMove(PlayerDatas.Instance.PlayerId)) @@ -385,7 +384,7 @@ } UserInputHandler.OnCirclePanelTouched -= OnActiveInterrupt; UserInputHandler.OnClickedFloor -= OnClickFloor; GA_Hero.OnUserClickSkill -= OnUserClickSkill; HeroBehaviour.OnUserClickSkill -= OnUserClickSkill; OnExit(); } Fight/Actor/AI/HeroAI_KillUntilDie.cs
@@ -57,7 +57,7 @@ UserInputHandler.OnCirclePanelTouched += OnActiveInterrupt; UserInputHandler.OnClickedFloor += OnClickFloor; GA_Hero.OnUserClickSkill += OnUserClickSkill; HeroBehaviour.OnUserClickSkill += OnUserClickSkill; GA_Hero.OnLockTargetChanged += OnLockTargetChanged; HeroBehaviour.OnStartHandupAI += OnStartHandupAI; MapTransferUtility.s_OnHeroStartMoveToNPC += OnStartMoveToNpc; @@ -258,7 +258,7 @@ { UserInputHandler.OnCirclePanelTouched -= OnActiveInterrupt; UserInputHandler.OnClickedFloor -= OnClickFloor; GA_Hero.OnUserClickSkill -= OnUserClickSkill; HeroBehaviour.OnUserClickSkill -= OnUserClickSkill; GA_Hero.OnLockTargetChanged -= OnLockTargetChanged; HeroBehaviour.OnStartHandupAI -= OnStartHandupAI; MapTransferUtility.s_OnHeroStartMoveToNPC -= OnStartMoveToNpc; Fight/Actor/HeroBehaviour.cs
@@ -17,6 +17,11 @@ public static event UnityAction<int> onCastSkill; /// <summary> /// 当用户点击了技能按钮, 并切技能可以释放的时候调用 /// </summary> public static event UnityAction<int> OnUserClickSkill; public enum E_BehaviourState { None, @@ -179,6 +184,11 @@ _data.defaultSkillID = m_WillUsedSkillID; m_Hero.aiHandler.currentType = E_HeroAIType.KillUntilDie; } if(OnUserClickSkill != null) { OnUserClickSkill(m_WillUsedSkillID); } } public void StopKillUntilDieAI() Fight/GameActor/GA_Hero.cs
@@ -24,10 +24,6 @@ /// 当切换锁定目标的时候, 为空的时候id=0 /// </summary> public static event UnityAction<uint> OnLockTargetChanged; /// <summary> /// 当用户点击了技能按钮, 并切技能可以释放的时候调用 /// </summary> public static event UnityAction<int> OnUserClickSkill; public static event UnityAction<uint, string> OnKillPlayer; private GameObject m_Light; @@ -721,11 +717,6 @@ } Behaviour.StartKillUntilDieAI(); if (OnUserClickSkill != null) { OnUserClickSkill(0); } } public void CastSkill(int skillID) @@ -790,11 +781,6 @@ } Behaviour.StartKillUntilDieAI(skillID); if (OnUserClickSkill != null) { OnUserClickSkill(skillID); } } #endregion Fight/PreFightMission.cs
@@ -902,7 +902,7 @@ _model2.clickClosed = false; m_AfterAttackType = E_AfterAttackType.RefreshRock; GA_Hero.OnUserClickSkill += OnCastSkill; HeroBehaviour.OnUserClickSkill += OnCastSkill; _model2.onClose = null; @@ -1135,7 +1135,7 @@ private void OnCastSkill(int skillID) { GA_Hero.OnUserClickSkill -= OnCastSkill; HeroBehaviour.OnUserClickSkill -= OnCastSkill; if (m_AfterAttackType == E_AfterAttackType.RefreshRock) {