void NormalCloseInAttackAI::AI() { //CPlayer *pPlayer = GetGame()->GetMainPlayer(); if(!m_pSkill) return; CMoveShape* pMoveshape = dynamic_cast<CMoveShape*>(GetGame()->GetRegion()->FindChildObject(m_pSkill->GetSourType(), m_pSkill->GetSourID())); // 开始阶段可能有吟唱动作 if(pMoveshape && m_pSkill && m_pSkill->GetCurStep() != CSkillXml::STEP_START && m_pSkill->GetRunStepActExQueue()) { /***********************************************************************/ /* zhaohang fix */ /***********************************************************************/ // 非光环类技能 CSkillListXml::tagSkill *pSkill = CSkillListXml::GetProperty(m_pSkill->GetSkillID()); if (pSkill && (pSkill->bLockSkill || pSkill->dwSkillState == 0)) //tagSkillIni* pSkill = SkillAttrIniSetup::GetSkillIni(m_pSkill->GetSkillID()); //if( pSkill && pSkill->GetSkillBaseAttr() && // pSkill->GetSkillBaseAttr()->IsLockSkill() ) { // 释放阶段无后续动作 if(m_pSkill->GetRunStepActExQueue()->empty()) { if(pMoveshape->GetAction() == ACT_STAND || pMoveshape->GetAction() == ACT_IDLE) StepEndAI(); } } } }
void CFixSummonAI::AI() { if(GetRemainedTime() == 0) { StepEndAI(); return; } else { if(FindEffect(m_vecSummonEffect[0]) == NULL) { CClientRegion *pRegion = GetGame()->GetRegion(); float x = GetPosX(); float y = GetPosY(); float h = pRegion->GetCellHeight(x, y); AddEffect(m_vecSummonEffect[0], x, y, h, true); char strFile[MAX_PATH]; sprintf(strFile, "sounds/skills/%d.wav", m_vecSummonSound[0]); GetGame()->GetAudioList()->Play(strFile, x, y, h); } } }