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(); } } } }
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; }
/* * 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; }