Beispiel #1
0
bool NormalCloseInAttackAI::StepEndAI()
{
    if(m_pSkill)
    {
        CMoveShape* pMoveshape = dynamic_cast<CMoveShape*>(GetGame()->GetRegion()->FindChildObject(m_pSkill->GetSourType(), m_pSkill->GetSourID()));
        if(pMoveshape)
        {
            AnimInfo::tagActionInfo *pActionInfo = pMoveshape->GetAnimInfo()->GetActionInfo();
            if(pActionInfo && pMoveshape->GetAction() >= CShape::ACT_PERFORM)
            {
                pActionInfo->bCurActionLooped = FALSE;
            }
        }
        if (pMoveshape->GetType() == TYPE_PET)
        {
            CPet *pPet = (CPet*)pMoveshape;
            if (pPet->IsMainPlayerPet())
            {
                tagPetSkillInfo *pPetSkill = pPet->GetPetSkillInfoByID(m_pSkill->GetSkillID());
                if(pPetSkill)
                    pPetSkill->bIsSkillUsingEnd = true;
                //pPet->SkillSuccReceived();
            }
        }
        // 删除特效
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_START);
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_RUN);
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_END);
        m_pSkill->SetIsDeleted(true);
        return true;
    }
    return false;
}
Beispiel #2
0
/*
 * 功能: 技能显示
 * 摘要: -
 * 参数: -
 * 返回值: 始终true
 * 作者: -
 * 创建日期: -
 * 修改日志:
 *	2008.11.10 - lpf
 *		增加了"仪态动作可切换"
 */
bool NormalCloseInAttackAI::Display()
{
    // 获得释放者
    CMoveShape* pMoveshape = dynamic_cast<CMoveShape*>(GetGame()->GetRegion()->FindChildObject(m_pSkill->GetSourType(), m_pSkill->GetSourID()));
    if(pMoveshape)
    {
        if(m_pSkill->GetCurStep() == CSkillXml::STEP_START && m_pSkill->GetIntonateMainAct())
        {
            // 动作信息
            AnimInfo::tagActionInfo *pActionInfo = pMoveshape->GetAnimInfo()->GetActionInfo();

            // 如果处于吟唱阶段,那么在前期吟唱动作播放完之后,循环播放主要的吟唱动作
            if(pActionInfo &&
                    (pMoveshape->GetAction() == CShape::ACT_STAND ||
                     pMoveshape->GetAction() == CShape::ACT_IDLE ||
                     (pMoveshape->GetAction() >= CShape::ACT_FACEACTION &&
                      pMoveshape->GetAction() <= CShape::ACT_FACEACTIONMAX)))		//仪态动作可切换 - add by lpf(2008.11.10)
            {
                pMoveshape->SetAction(m_pSkill->GetIntonateMainAct());
                pActionInfo->bCurActionLooped = TRUE;
            }
        }
        // 释放阶段
        else if(m_pSkill->GetCurStep() == CSkillXml::STEP_RUN && m_pSkill->GetRunStepActExQueue())
        {
            // 释放阶段续动作列表不为空,且当前动作是站立,将当前动作设置为后续动作列表的第一个动作
            if(!m_pSkill->GetRunStepActExQueue()->empty() && pMoveshape->GetAction() == CShape::ACT_STAND)
            {
                pMoveshape->SetAction(m_pSkill->GetRunStepActExQueue()->front());
                m_pSkill->GetRunStepActExQueue()->pop();
                // 已经是最后一个动作
                if(m_pSkill->GetRunStepActExQueue()->empty())
                {
                    AnimInfo::tagActionInfo *pActionInfo = pMoveshape->GetAnimInfo()->GetActionInfo();
                    if(pActionInfo)
                        pActionInfo->bCurActionLooped = m_pSkill->IsActExCycle();
                }
            }
        }
    }
    return true;
}