fix character animation config name
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@@ -658,9 +658,9 @@ public abstract partial class CECPlayer : CECObject
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{
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// �𡏭絲�? �其�嚗�泿韏瘀�
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szAct = EC_Utility.BuildActionName(action, weapon_type, "�簸");
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szAct = EC_Utility.BuildActionName(action, weapon_type, "お");
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EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
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szAct = EC_Utility.BuildActionName(action, weapon_type, "�瓣");
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szAct = EC_Utility.BuildActionName(action, weapon_type, "邈");
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queueActionEvent.SetData(szAct, SetApplyDamage, true, attackEvent);
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EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
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//PlayNonSkillActionWithName(iAction, szAct, true, 200, true, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);gag獺ga
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@@ -395,7 +395,6 @@ namespace CSNetwork
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}
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#endif
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int iHostID = _selectedRole.roleid;
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BMLogger.LogError($"### GameDataSend: CMDID {pCmdHeader}");
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switch (pCmdHeader)
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{
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case CommandID.PLAYER_INFO_2:
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@@ -77,6 +77,7 @@ public partial class CECHostPlayer : CECPlayer
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List<ushort> m_aWayPoints = new List<ushort>(); // Active way points
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bool m_bIsInKingService = false; // ÊÇ·ñÕýÔÚ½øÐйúÍõ·þÎñ²Ù×÷
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CECActionSwitcherBase m_pActionSwitcher;
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private bool m_bMelee; // Host is in melee state
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// ====== Ground cast config ======
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[Header("Ground Cast")]
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@@ -1094,54 +1095,52 @@ public partial class CECHostPlayer : CECPlayer
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}
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private void OnMsgHstStartAttack(in ECMSG Msg)
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private void OnMsgHstStartAttack(in ECMSG msg)
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{
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// cmd_host_start_attack pCmd = (cmd_host_start_attack*)Msg.dwParam1;
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// ASSERT(pCmd);
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//
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// // test code...
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// // g_pGame->GetRTDebug()->OutputNotifyMessage(RTDCOL_WARNING, _AL("start attack !"));
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//
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// // Check whether target is the one that we have selected
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// if (m_idSelTarget != pCmd->idTarget)
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// g_pGame->RuntimeDebugInfo(RTDCOL_WARNING, _AL("Target has changed !"));
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//
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// // If target turn to be un-attackable, cancel action
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// if (!AttackableJudge(pCmd->idTarget, true))
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// {
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// g_pGame->GetGameSession()->c2s_CmdCancelAction();
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// g_pGame->RuntimeDebugInfo(RTDCOL_WARNING, _AL("Cannel attacking !"));
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// return;
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// }
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//
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// // Synchronize ammo amount
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// CECIvtrItem* pItem = m_pEquipPack->GetItem(EQUIPIVTR_PROJECTILE);
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// if (pItem)
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// {
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// if (!pCmd->ammo_remain)
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// m_pEquipPack->SetItem(EQUIPIVTR_PROJECTILE, NULL);
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// else
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// pItem->SetAmount(pCmd->ammo_remain);
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// }
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//
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// CECHPWorkMelee* pWork = (CECHPWorkMelee*)m_pWorkMan->CreateWork(CECHPWork::WORK_HACKOBJECT);
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// m_pWorkMan->StartWork_p1(pWork);
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//
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// m_bMelee = true;
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// AP_ActionEvent(AP_EVENT_STARTMELEE);
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cmd_host_start_attack pCmd = GPDataTypeHelper.FromBytes<cmd_host_start_attack>((byte[])msg.dwParam1);
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// ASSERT(pCmd);
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// test code...
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// g_pGame->GetRTDebug()->OutputNotifyMessage(RTDCOL_WARNING, _AL("start attack !"));
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// Check whether target is the one that we have selected
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if (m_idSelTarget != pCmd.idTarget)
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{
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BMLogger.Log("Target has changed !");
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}
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// If target turn to be un-attackable, cancel action
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if (AttackableJudge(pCmd.idTarget, true)<=0)
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{
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UnityGameSession.c2s_CmdCancelAction();
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BMLogger.Log("Cannel attacking !");
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return;
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}
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// todo Synchronize ammo amount
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// CECIvtrItem pItem = m_pEquipPack->GetItem(EQUIPIVTR_PROJECTILE);
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// if (pItem)
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// {
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// if (!pCmd->ammo_remain)
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// m_pEquipPack->SetItem(EQUIPIVTR_PROJECTILE, NULL);
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// else
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// pItem->SetAmount(pCmd->ammo_remain);
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// }
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CECHPWorkMelee pWork = (CECHPWorkMelee)m_pWorkMan.CreateWork(Host_work_ID.WORK_HACKOBJECT);
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m_pWorkMan.StartWork_p1(pWork);
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m_bMelee = true;
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// AP_ActionEvent(AP_EVENT_STARTMELEE);
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}
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private void OnMsgHstStopAttack(in ECMSG Msg)
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{
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// using namespace S2C;
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//
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// m_bMelee = false;
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//
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// // if there is an attack event currently, we should let it fire now.
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m_bMelee = false;
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// if there is an attack event currently, we should let it fire now.
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ClearComActFlagAllRankNodes(true);
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cmd_host_stop_attack pCmd = GPDataTypeHelper.FromBytes<cmd_host_stop_attack>((byte[])Msg.dwParam1);
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// ASSERT(pCmd);
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/* If attack stopped for target is leave too far, trace it and continue
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attacking. Stop reason defined as below:
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