少年修仙传客户端代码仓库
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2019-04-25 b9b660674744c7e8bbaecd180ca463087a75c03c
382 前端战斗AI流程增加停止AI更新节点
6个文件已修改
2个文件已添加
51 ■■■■■ 已修改文件
Fight/Actor/AI/AI_Boss_HYQ.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/AI_Npc_200.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_StopAI.cs 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_StopAI.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessManager.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessNode.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/SoProcessNode.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcClientFightNorm.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/AI_Boss_HYQ.cs
@@ -26,7 +26,7 @@
    public override void Update()
    {
        if (m_Owner.isTalking)
        if (m_Owner.isTalking || m_Owner.isStopAI)
        {
            return;
        }
Fight/Actor/AI/AI_Npc_200.cs
@@ -9,7 +9,7 @@
    public override void Update()
    {
        if (m_Owner.isTalking)
        if (m_Owner.isTalking || m_Owner.isStopAI)
        {
            return;
        }
Fight/Actor/AI/Process/PN_StopAI.cs
New file
@@ -0,0 +1,26 @@
public class PN_StopAI : ProcessNode
{
    public PN_StopAI(GA_NpcClientFightNorm npcFight, int stopAI)
    {
        m_Target = npcFight;
        param = stopAI;
    }
    public sealed override void Init()
    {
        m_Target.isStopAI = (param == 1);
    }
    public sealed override bool IsOver()
    {
        return true;
    }
    public sealed override void UnInit()
    {
    }
    public sealed override void Update()
    {
    }
}
Fight/Actor/AI/Process/PN_StopAI.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0e1a5cf05a09f6941948a6001a13757a
timeCreated: 1556176009
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Fight/Actor/AI/Process/ProcessManager.cs
@@ -87,6 +87,9 @@
                case ProcessNode.E_ProcessType.ShowMotion:
                    m_NodeQueue.Enqueue(new PN_ShowMotion(npc, _node.param));
                    break;
                case ProcessNode.E_ProcessType.StopAI:
                    m_NodeQueue.Enqueue(new PN_StopAI(npc, _node.param));
                    break;
            }
        }
    }
Fight/Actor/AI/Process/ProcessNode.cs
@@ -13,6 +13,7 @@
        OpenDialog,
        ShowMotion,
        WaitTime,
        StopAI,
    }
    public int param;
Fight/Actor/AI/Process/SoProcessNode.cs
@@ -94,6 +94,10 @@
            {
                _Item(ref _node, "表演动画");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.StopAI)
            {
                _Item(ref _node, "停止AI");
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical();
            if (GUILayout.Button("删除", GUILayout.Height(20)))
Fight/GameActor/GA_NpcClientFightNorm.cs
@@ -41,6 +41,7 @@
    }
    public bool isTalking = false;
    public bool isStopAI = false;
    private HeadUpName m_HeadUpName;
    private LifeBar m_LifeBar;