1828 lines
70 KiB
C#
1828 lines
70 KiB
C#
using Animancer;
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using BrewMonster;
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using BrewMonster.Managers;
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using BrewMonster.Network;
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using BrewMonster.PerfectWorld.Scripts.Vfx;
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using BrewMonster.Scripts;
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using BrewMonster.Scripts;
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using BrewMonster.Scripts.Managers;
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using BrewMonster.Scripts.Skills;
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using CSNetwork.GPDataType;
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using ModelRenderer.Scripts.GameData;
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using PerfectWorld.Scripts.Managers;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UIElements;
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using static BrewMonster.CECPlayer;
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using BrewMonster.Network;
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namespace BrewMonster
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{
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public abstract partial class CECPlayer : CECObject
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{
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[SerializeField] protected Transform parentModel;
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[SerializeField] protected TextMeshProUGUI txtName;
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[ResetStatic]
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private static PLAYER_ACTION[] _default_actions;
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[ResetStatic]
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private static PLAYER_ACTION[] _turning_actions;
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PLAYER_ACTION[] m_PlayerActions;
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[SerializeField] internal INFO m_PlayerInfo;
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protected GameObject _pPlayerModel;
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protected float rotationSpeed = 5;
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internal int m_iMoveMode; // Player's move mode
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[SerializeField] internal int m_idSelTarget;
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[SerializeField] internal int m_idCurHover; // ID of object under cursor
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protected int m_iShape; // Ñ¡ÖÐÄ¿±êµÄID
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protected uint m_dwStates; // Player's basic states
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protected PVPINFO m_pvp; // pvp information
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// 当前攻击方式 // Action type for attack animation
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protected uint m_uAttackType;
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protected int[] m_aEquips;
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protected ROLEEXTPROP m_ExtProps; // Extend properties
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protected int m_iFashionWeaponType;
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protected float m_fTouchRad = 0.3f; // Touch radius
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protected bool m_bWeaponAttached;
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protected bool m_bFight;
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protected int m_iBattleCamp = Player_camp_in_battle.GP_BATTLE_CAMP_NONE; // Battle this player belongs to
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byte m_factionPVPMask; // pvp mask
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protected uint m_dwResFlags; // pvp mask
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protected ROLEBASICPROP m_BasicProps;
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public int m_iMoveEnv = Move_environment.MOVEENV_GROUND; // Move environment
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public bool m_bWalkRun = true;
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public A3DAABB m_aabbServer = new A3DAABB(); // Óë·þÎñÆ÷±£³ÖÒ»ÖµÄaabb£¬ ²»ÊÜËõ·ÅÓ°Ïì
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public A3DAABB m_aabb = new A3DAABB(); // Player's aabb£¬ÓÃÓÚÏÔʾµÄaabb£¬ÊÜËõ·ÅÓ°Ïì
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public int m_iProfession; // Profession
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public float m_fScaleBySkill;
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public int m_iGender; // Gender
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protected bool m_bFashionMode;
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public bool m_bShowWeapon;
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private QueueActionEvent queueActionEvent;
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protected static PLAYER_LEVELEXP_CONFIG _player_levelup_exp;
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private CECPlayerActionController m_pActionController;
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private enumWingType m_wingType;
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protected int m_idCurSkillTarget;
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protected CECSkill m_pCurSkill;
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protected int m_idFaction; // ID of player's faction
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protected int m_idForce; // id of the player's force
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protected int NUM_WEAPON_TYPE = 15;
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public static readonly int[] m_sciStateIDForStateAction = { 117 };
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private static Dictionary<uint, PLAYER_ACTION_INFO_CONFIG> _default_skill_actions
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= new Dictionary<uint, PLAYER_ACTION_INFO_CONFIG>();
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protected int m_iBoothState = 0; // Booth state. 0, none; 1, prepare; 2, open booth; 3, visite other's booth
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public int m_idFRole = GNETRoles._R_UNMEMBER; // ID of player's faction role
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protected int m_idCountry = 0; // ¹úÕ½ÕóÓª id
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public static int MAX_REINCARNATION = 2;
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protected List<int> m_aCurEffects = new List<int>(); // Current effects
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byte m_ReincarnationCount = 0;
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string m_strName; // Player name
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// 需要是可能 || Need is possible
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protected bool m_bHangerOn = false;
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protected int m_iCurAction;
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public MOVECONST m_MoveConst; // Const used when moving control
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public Move_Mode m_MoveMode;
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public MOVECONST[] aMoveConsts = new MOVECONST[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
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{
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// ÎäÏÀ
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// fStepHei fMinAirHei fMinWaterHei fShoreDepth fWaterSurf
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ·¨Ê¦
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// Î×ʦ
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// Ñý¾«
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ÑýÊÞ
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.8f, 0.7f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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// ´Ì¿Í
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// Óðâ
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ÓðÁé
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ½£Áé
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ÷ÈÁé
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// Ò¹Ó°
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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// ÔÂÏÉ
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
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new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
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};
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public A3DVECTOR3[] aExts = new A3DVECTOR3[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
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{
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new A3DVECTOR3(0.4f, 0.9f, 0.4f), // ÎäÏÀ
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ·¨Ê¦
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Î×ʦ
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Ñý¾«
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.5f, 1.05f, 0.5f), // ÑýÊÞ
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new A3DVECTOR3(0.3f, 0.9f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ´Ì¿Í
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Óðâ
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÓðÁé
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ½£Áé
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÷ÈÁé
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // Ò¹Ó°
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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new A3DVECTOR3(0.3f, 0.9f, 0.3f), // ÔÂÏÉ
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new A3DVECTOR3(0.3f, 0.85f, 0.3f),
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};
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public static class Effect_type
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{
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public const int EFF_FACEPILL = 1;
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}
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private BaseVfxObject _levelUpVfx;
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protected void Awake()
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{
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m_PlayerActions = _default_actions;
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m_iShape = 0;
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m_aEquips = new int[(int)IndexOfIteminEquipmentInventory.SIZE_ALL_EQUIPIVTR];
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queueActionEvent = new QueueActionEvent("", null, false, null,200);
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}
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/// <summary>This function will get the coressponding model player for the player based on the profession and gender </summary>
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public async Task SetPlayerModel(byte profession, byte gender)
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{
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parentModel = transform.GetChild(0);
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txtName = GetComponentInChildren<TextMeshProUGUI>();
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_pPlayerModel = await NPCManager.Instance.GetModelPlayer(profession, gender);
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Scene scene = SceneManager.GetActiveScene();
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SceneManager.MoveGameObjectToScene(_pPlayerModel, scene);
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_pPlayerModel.transform.SetParent(parentModel);
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_pPlayerModel.transform.localPosition = Vector3.zero;
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_pPlayerModel.SetActive(true);
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}
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public virtual void SetUpPlayer()
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{
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m_dwResFlags = 0;
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m_iFashionWeaponType = -1;
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m_uAttackType = DEFAULT_ACTION_TYPE;
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AttachWeapon();
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}
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public void SetPlayerInfor(INFO playinfo)
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{
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m_PlayerInfo = playinfo;
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}
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public INFO GetPlayInfo()
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{
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return m_PlayerInfo;
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}
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public void CalcPlayerAABB()
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{
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int iIndex = m_iProfession * GENDER.NUM_GENDER + m_iGender;
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m_aabb.Extents = aExts[iIndex] * m_fScaleBySkill;
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m_aabbServer.Extents = aExts[iIndex];
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m_MoveConst = aMoveConsts[iIndex];
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}
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public static async Task<bool> LoadPlayerSkin(GameObject aSkins, int index, string szFile)
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{
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// these are LOD suffix
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string[] suffix1 = { "一�?", "二级", "三级" };
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string[] suffix2 = { "", "二级", "三级" };
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string szSkinFile = "";
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if (index == EC_Player_Skin_Const.SKIN_BODY_INDEX || index == EC_Player_Skin_Const.SKIN_HEAD_INDEX)
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szSkinFile = $"{szFile}{suffix2[0]}";
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else
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szSkinFile = $"{szFile}{suffix1[0]}";
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aSkins = await AddressableManager.Instance.LoadPrefabAsync(szSkinFile);
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if (aSkins == null)
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return false;
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return true;
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}
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public static void InitStaticRes()
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{
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BuildActionList();
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DATA_TYPE dt = default;
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_player_levelup_exp = (PLAYER_LEVELEXP_CONFIG)ElementDataManProvider.GetElementDataMan()
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.get_data_ptr(202, ID_SPACE.ID_SPACE_CONFIG, ref dt);
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}
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public bool IsDead()
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{
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return (m_dwStates & PlayerNPCState.GP_STATE_CORPSE) != 0;
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}
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public bool IsInvisible()
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{
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return (m_dwStates & PlayerNPCState.GP_STATE_INVISIBLE) != 0;
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}
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public bool IsValidAction(int iIndex)
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{
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return (iIndex >= 0 && iIndex < (int)PLAYER_ACTION_TYPE.ACT_MAX) ? true : false;
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}
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public int GetCharacterID()
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{
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return m_PlayerInfo.cid;
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}
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private static void BuildActionList()
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{
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if (_default_actions == null)
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{
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Dictionary<string, PLAYER_ACTION_INFO_CONFIG> actionMap =
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new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
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Dictionary<string, PLAYER_ACTION_INFO_CONFIG> skillActionMap =
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new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
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elementdataman dataman = ElementDataManProvider.GetElementDataMan();
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PLAYER_ACTION_INFO_CONFIG data;
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int count = dataman.get_data_num(ID_SPACE.ID_SPACE_CONFIG);
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DATA_TYPE dt = default;
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uint id = 0;
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for (int i = 0; i < count; ++i)
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{
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id = dataman.get_data_id(ID_SPACE.ID_SPACE_CONFIG, i, ref dt);
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if (dt != DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
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continue;
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data = (PLAYER_ACTION_INFO_CONFIG)dataman.get_data_ptr(id, ID_SPACE.ID_SPACE_CONFIG, ref dt);
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if (!string.IsNullOrEmpty(data.ActionName) && data.ActionName[0] != '0')
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{
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if (!actionMap.TryAdd(data.ActionName, data))
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{
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}
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}
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if (!string.IsNullOrEmpty(data.ActionName) && data.ActionName[0] != '0')
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{
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if (!skillActionMap.TryAdd(data.Name, data))
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{
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}
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}
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}
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///
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CECStringTab actionNames = new CECStringTab();
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actionNames.Init("actions_player", false);
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_default_actions = new PLAYER_ACTION[(int)PLAYER_ACTION_TYPE.ACT_MAX];
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for (int i = 0; i < _default_actions.Length; i++)
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{
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_default_actions[i].type = (PLAYER_ACTION_TYPE)i;
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string szName = actionNames.GetANSIString(i);
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if (!string.IsNullOrEmpty(szName))
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{
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if (actionMap.TryGetValue(szName, out var it))
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{
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_default_actions[i].data = it;
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}
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}
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}
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if (_turning_actions != null) _turning_actions = new PLAYER_ACTION[(int)PLAYER_ACTION_TYPE.ACT_MAX];
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_turning_actions = new PLAYER_ACTION[(int)PLAYER_ACTION_TYPE.ACT_MAX];
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if (actionMap.TryGetValue("自身旋转", out PLAYER_ACTION_INFO_CONFIG turningData))
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{
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for (int i = 0; i < (int)PLAYER_ACTION_TYPE.ACT_MAX; i++)
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{
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if (i < (int)PLAYER_ACTION_TYPE.ACT_GROUNDDIE ||
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i > (int)PLAYER_ACTION_TYPE.ACT_REVIVE)
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{
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// Dùng hành động xoay thay thế hành động thường
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_turning_actions[i].type = (PLAYER_ACTION_TYPE)i;
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_turning_actions[i].data = turningData;
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}
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else
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{
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// Dùng hành động mặc định
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_turning_actions[i] = _default_actions[i];
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}
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}
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}
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uint idSkill = 0;
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while (true)
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{
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idSkill = ElementSkill.NextSkill(idSkill);
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if (idSkill == 0)
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break;
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string skillName = ElementSkill.GetName(idSkill);
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if (!string.IsNullOrEmpty(skillName))
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{
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if (skillActionMap.TryGetValue(skillName, out PLAYER_ACTION_INFO_CONFIG data1))
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{
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// ✅ Gán dữ liệu hành động cho skill tương ứng
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_default_skill_actions[idSkill] = data1;
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#if DEBUG_OUTPUT_ACTIONS
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for (int n = 0; n < PlayerSkillAction.NUM_WEAPON_TYPE; n++)
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{
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var suffix = data.action_weapon_suffix[n].suffix;
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if (!string.IsNullOrEmpty(suffix))
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{
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Debug.Log($"{data.action_prefix}_Ò÷³ª_{suffix}");
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Debug.Log($"{data.action_prefix}_Ê©·ÅÆð_{suffix}");
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Debug.Log($"{data.action_prefix}_Ê©·ÅÂä_{suffix}");
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}
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}
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#endif
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continue;
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}
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}
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// ❌ not found
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// Debug.LogWarning($"CECPlayer::BuildActionList() Failed to find skill action {idSkill}!");
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}
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}
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}
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public bool PlayAction(int iAction, bool bRestart = true, int iTransTime = 200, bool bQueue = false)
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{
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return PlayActionWithConfig(iAction, 0, bRestart, iTransTime, bQueue);
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}
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private bool PlayActionWithConfig(int iAction, int actionConfigID, bool bRestart = true, int iTransTime = 200,
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bool bQueue = false)
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{
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if (iAction < 0 || iAction >= (int)PLAYER_ACTION_TYPE.ACT_MAX)
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{
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return false;
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}
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if (actionConfigID > 0)
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{
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DATA_TYPE dt = DATA_TYPE.DT_INVALID;
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var p = ElementDataManProvider.GetElementDataMan()
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.get_data_ptr((uint)actionConfigID, ID_SPACE.ID_SPACE_CONFIG, ref dt);
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if (dt == DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
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{
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PLAYER_ACTION actionConfig;
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actionConfig.type = (PLAYER_ACTION_TYPE)iAction;
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actionConfig.data = (PLAYER_ACTION_INFO_CONFIG)p;
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return PlayActionWithConfig(iAction, actionConfig, bRestart, iTransTime, bQueue);
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}
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else
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{
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}
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}
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return PlayActionWithConfig(iAction, m_PlayerActions[iAction], bRestart, iTransTime, bQueue);
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}
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private bool PlayActionWithConfig(int iAction, in PLAYER_ACTION actionConfig,
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bool bRestart = true, int iTransTime = 200, bool bQueue = false)
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{
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m_iCurAction = iAction;
|
|
PLAYER_ACTION action = actionConfig;
|
|
var szAct = EC_Utility.BuildActionName(action, 0);
|
|
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct, iTransTime));
|
|
return true;
|
|
}
|
|
|
|
public static void Dispose()
|
|
{
|
|
_default_actions = null;
|
|
_turning_actions = null;
|
|
}
|
|
public INFO GetPlayerInfo()
|
|
{
|
|
return m_PlayerInfo;
|
|
}
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
}
|
|
public void PlayAttackEffect(int idTarget, int idSkill, int skillLevel, int nDamage,
|
|
uint dwModifier, int nAttackSpeed, ref int piAttackTime, int nSection = 0)
|
|
{
|
|
if (!IsAllResReady())
|
|
return;
|
|
|
|
if (idSkill == 0)
|
|
{
|
|
int idWeapon = IsShapeChanged() ? 0 : GetWeaponID();
|
|
|
|
int nTimeFly = 10;
|
|
if (idWeapon != 0)
|
|
{
|
|
// ¿´¿´ÊDz»ÊÇÔ¶³ÌÎäÆ÷
|
|
DATA_TYPE dt = default;
|
|
WEAPON_ESSENCE? pWeapon = (WEAPON_ESSENCE)ElementDataManProvider.GetElementDataMan()
|
|
.get_data_ptr((uint)idWeapon, ID_SPACE.ID_SPACE_ESSENCE, ref dt);
|
|
|
|
if (dt == DATA_TYPE.DT_WEAPON_ESSENCE && pWeapon != null && pWeapon.Value.require_projectile != 0)
|
|
{
|
|
nTimeFly = 700;
|
|
|
|
if (m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE] != 0)
|
|
idWeapon = m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE];
|
|
}
|
|
}
|
|
|
|
if (CECAttacksMan.Instance.FindAttackByAttacker(GetPlayerInfo().cid))
|
|
{
|
|
ClearComActFlagAllRankNodes(true);
|
|
}
|
|
|
|
// melee attack
|
|
CECAttackEvent pAttack1 = CECAttacksMan.Instance.AddMeleeAttack(
|
|
GetPlayerInfo().cid, idTarget, idWeapon, dwModifier, nDamage, nTimeFly);
|
|
|
|
if (pAttack1 != null)
|
|
{
|
|
if (!IsDead() && (dwModifier & (uint)MOD.MOD_RETORT) == 0
|
|
&& (dwModifier & (uint)MOD.MOD_ATTACK_AURA) == 0
|
|
&& PlayAttackAction(nAttackSpeed, ref piAttackTime, pAttack1)
|
|
&& (dwModifier & (uint)MOD.MOD_BEAT_BACK) == 0)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
pAttack1.m_bSignaled = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (skillLevel == 0)
|
|
{
|
|
if (m_pCurSkill != null)
|
|
skillLevel = m_pCurSkill.GetSkillLevel();
|
|
else
|
|
skillLevel = 1;
|
|
}
|
|
|
|
CECAttackEvent pAttack = null;
|
|
|
|
// first try to find if there is already a skill attack event in attackman
|
|
CECAttackerEvents attackerEvents = CECAttacksMan.Instance.FindAttackByAttacker(GetPlayerInfo().cid);
|
|
if (attackerEvents)
|
|
{
|
|
CECAttackEvent pAttack1 = attackerEvents.Find(idSkill, nSection);
|
|
if (pAttack1 != null)
|
|
{
|
|
// Ãæ¹¥»÷µÄ·ÇµÚÒ»´ÎÉ˺¦ÏûÏ¢
|
|
pAttack1.AddTarget(idTarget, dwModifier, nDamage);
|
|
goto EXIT;
|
|
}
|
|
else
|
|
{
|
|
attackerEvents.Signal();
|
|
}
|
|
}
|
|
if (ElementSkill.IsGoblinSkill((uint)idSkill) &&
|
|
ElementSkill.GetType((uint)idSkill) == 2)
|
|
{
|
|
pAttack = CECAttacksMan.Instance.AddSkillAttack(
|
|
GetPlayerInfo().cid, GetPlayerInfo().cid, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
|
|
}
|
|
else
|
|
{
|
|
// begin a skill attack
|
|
pAttack = CECAttacksMan.Instance.AddSkillAttack(
|
|
GetPlayerInfo().cid, m_idCurSkillTarget, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
|
|
}
|
|
|
|
if (pAttack != null)
|
|
{
|
|
int unusedInt = 0;
|
|
pAttack.SetSkillSection(nSection);
|
|
if (!IsDead() && (dwModifier & (uint)MOD.MOD_RETORT) == 0
|
|
&& (dwModifier & (uint)MOD.MOD_ATTACK_AURA) == 0
|
|
&& PlaySkillAttackAction(idSkill, nAttackSpeed, ref unusedInt, nSection, pAttack)
|
|
&& (dwModifier & (uint)MOD.MOD_BEAT_BACK) == 0)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
pAttack.m_bSignaled = true;
|
|
}
|
|
}
|
|
|
|
EXIT:
|
|
// // For skill attacking, time is always set to 0
|
|
if (piAttackTime != 0)
|
|
piAttackTime = 0;
|
|
}
|
|
}
|
|
|
|
protected void ClearComActFlagAllRankNodes(bool v)
|
|
{
|
|
EventBus.PublishChannel(m_PlayerInfo.cid, new ClearComActFlagAllRankNodesEvent(v));
|
|
}
|
|
public bool PlayAttackAction(int nAttackSpeed, ref int attackTime, CECAttackEvent attackEvent)
|
|
{
|
|
//attackTime = 0;
|
|
|
|
//if (_pPlayerModel == null)
|
|
// return false;
|
|
|
|
int nRand = UnityEngine.Random.Range(0, 4);
|
|
string szAct = string.Empty;
|
|
|
|
int weapon_type = GetShowingWeaponType();
|
|
|
|
int nTime1 = 0, nTime2 = 0;
|
|
int iAction = (int)PLAYER_ACTION_TYPE.ACT_ATTACK_1 + nRand;
|
|
PLAYER_ACTION action = m_PlayerActions[iAction];
|
|
|
|
if (string.IsNullOrEmpty(action.data.ActionPrefix))
|
|
return false;
|
|
|
|
ShowWeaponByConfig(action.data);
|
|
|
|
/* var pRightHandWeapon = GetRightHandWeapon();
|
|
bool bHideFX = !CECOptimize.Instance.GFX.CanShowAttack(GetCharacterID(), GetClassID());*/
|
|
// ==============================
|
|
// Ground Attack
|
|
// ==============================
|
|
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
|
|
{
|
|
|
|
// “起�? 动作(挥起)
|
|
szAct = EC_Utility.BuildActionName(action, weapon_type, "起");
|
|
int iTransTime = 200;
|
|
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct,iTransTime));
|
|
szAct = EC_Utility.BuildActionName(action, weapon_type, "落");
|
|
queueActionEvent.SetData(szAct, SetApplyDamage, true, attackEvent,iTransTime);
|
|
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
|
|
//PlayNonSkillActionWithName(iAction, szAct, true, 200, true, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);gagága
|
|
/*
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
|
|
|
|
nTime1 = _pPlayerModel.GetComActTimeSpanByName(szAct);
|
|
|
|
// “收” 动作(挥下)
|
|
szAct = $"{action.data.action_prefix}_{action.data.action_weapon_suffix[weapon_type].suffix}Âä";
|
|
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
|
|
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
|
|
|
|
nTime2 = _pPlayerModel.GetComActTimeSpanByName(szAct);*/
|
|
}
|
|
// ==============================
|
|
// Air Attack
|
|
// ==============================
|
|
else
|
|
{
|
|
/*string szActionMiddleName;
|
|
|
|
if ((m_wingType == WINGTYPE_WING && IsFlying()) ||
|
|
GetProfession() == PROF_ANGEL ||
|
|
GetProfession() == PROF_ARCHOR ||
|
|
GetProfession() == PROF_MONK ||
|
|
GetProfession() == PROF_GHOST)
|
|
{
|
|
szActionMiddleName = "¿ÕÖгá°ò"; // tấn công trên không
|
|
}
|
|
else
|
|
{
|
|
szActionMiddleName = "¿ÕÖзɽ£"; // rơi xuống hoặc bay
|
|
}
|
|
|
|
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}Æð";
|
|
PlayNonSkillActionWithName(iAction, szAct, true, 200, bHideFX, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);
|
|
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
|
|
|
|
nTime1 = m_pPlayerModel.GetComActTimeSpanByName(szAct);
|
|
|
|
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}Âä";
|
|
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
|
|
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
|
|
|
|
nTime2 = m_pPlayerModel.GetComActTimeSpanByName(szAct);*/
|
|
}
|
|
|
|
// ==============================
|
|
// Kết thúc bằng FightStand
|
|
// ==============================
|
|
PLAYER_ACTION stand_action = m_PlayerActions[(int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND];
|
|
szAct = EC_Utility.BuildActionName(stand_action, 0);
|
|
int iTranstime = 200;
|
|
queueActionEvent.SetData(szAct, SetApplyDamage, false, attackEvent,iTranstime);
|
|
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
|
|
|
|
/* QueueNonSkillActionWithName(ACT_FIGHTSTAND, szAct, 300, false, bHideFX, true);
|
|
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 300, iAction, false, false, bHideFX, true);*/
|
|
|
|
// ==============================
|
|
// Điều chỉnh tốc độ phát animation theo tốc độ tấn công
|
|
// ==============================
|
|
/* if (nAttackSpeed > 0)
|
|
{
|
|
float vScale = (nTime1 + nTime2) / (float)nAttackSpeed;
|
|
if (vScale > 0f)
|
|
{
|
|
m_pPlayerModel.SetPlaySpeed(vScale);
|
|
|
|
if (pRightHandWeapon != null && IsUsingMagicWeapon())
|
|
pRightHandWeapon.SetPlaySpeed(vScale);
|
|
}
|
|
}
|
|
|
|
attackTime = nTime1 + nTime2;*/
|
|
|
|
// ==============================
|
|
// Cập nhật vị trí weapon hanger (vũ khí)
|
|
// ==============================
|
|
//UpdateWeaponHangerPosByAction(iAction);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SetApplyDamage(bool isApplyDamage, CECAttackEvent cECAttackEvent)
|
|
{
|
|
cECAttackEvent.m_bSignaled = isApplyDamage;
|
|
}
|
|
|
|
public void ShowWeaponByConfig(PLAYER_ACTION_INFO_CONFIG p)
|
|
{
|
|
m_bShowWeapon = p.hide_weapon != 0 ? false : true;
|
|
//ShowWeapon(m_bShowWeapon);
|
|
}
|
|
|
|
public int GetShowingWeaponType()
|
|
{
|
|
int weapon_type = 0;
|
|
if (CanShowFashionWeapon((int)m_uAttackType, m_iFashionWeaponType) &&
|
|
m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FASHION_WEAPON] != 0)
|
|
{
|
|
weapon_type = (EC_Utility.BinaryEquals(m_iFashionWeaponType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached())
|
|
? 10
|
|
: m_iFashionWeaponType;
|
|
}
|
|
else
|
|
{
|
|
weapon_type = (EC_Utility.BinaryEquals(m_uAttackType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached()) ? 10 : (int)m_uAttackType;
|
|
}
|
|
|
|
return weapon_type;
|
|
}
|
|
|
|
public bool IsWeaponAttached()
|
|
{
|
|
return m_bWeaponAttached;
|
|
}
|
|
bool AttachWeapon()
|
|
{
|
|
bool result = (false);
|
|
|
|
/*while (GetPlayerModel() && (GetLeftHandWeapon() || GetRightHandWeapon())){
|
|
A3DSkinModel *pSkinModel = GetPlayerModel()->GetA3DSkinModel();
|
|
if (!pSkinModel ||
|
|
!pSkinModel->GetSkeleton()){
|
|
break;
|
|
}
|
|
if (!pSkinModel->GetSkeletonHook(GetLeftWeaponHookPos(m_weaponHangerPos),true) ||
|
|
!pSkinModel->GetSkeletonHook(GetRightWeaponHookPos(m_weaponHangerPos),true)){
|
|
break;
|
|
}
|
|
if (GetLeftHandWeapon()){
|
|
GetPlayerModel()->AddChildModel(
|
|
_left_hand_weapon,
|
|
false,
|
|
GetLeftWeaponHookPos(m_weaponHangerPos),
|
|
GetLeftHandWeapon(),
|
|
GetLeftWeaponOwnHookPos(GetLeftHandWeapon()));
|
|
}
|
|
if (GetRightHandWeapon()){
|
|
GetPlayerModel()->AddChildModel(
|
|
_right_hand_weapon,
|
|
false,
|
|
GetRightWeaponHookPos(m_weaponHangerPos),
|
|
GetRightHandWeapon(),
|
|
GetRightWeaponOwnHookPos(GetRightHandWeapon()));
|
|
}
|
|
ALog log;
|
|
log.Init("EC.log", "My Application Log");
|
|
|
|
// Anywhere in your code where you want to see the call flow:
|
|
log.Log("[HoangDev]Checking execution flow at this point:");
|
|
log.LogStackTrace();
|
|
|
|
log.Release();
|
|
m_bWeaponAttached = true;
|
|
result = true;
|
|
break;
|
|
}*/
|
|
m_bWeaponAttached = true;
|
|
result = true;
|
|
return result;
|
|
}
|
|
public bool InFashionMode()
|
|
{
|
|
return m_bFashionMode;
|
|
}
|
|
|
|
public bool CanShowFashionWeapon(int weapon_type, int fashion_weapon_type)
|
|
{
|
|
return IsFashionWeaponTypeFit(weapon_type, fashion_weapon_type) && InFashionMode();
|
|
}
|
|
|
|
public bool IsFashionWeaponTypeFit(int weapon_type, int fashion_weapon_type)
|
|
{
|
|
if (fashion_weapon_type < 0 || fashion_weapon_type >= NUM_WEAPON_TYPE) return false;
|
|
FASHION_WEAPON_CONFIG? pConfig = GetFashionConfig();
|
|
if (null == pConfig)
|
|
{
|
|
BMLogger.LogError("CECPlayer::GetFashionConfig, Failed to load fashion weapon config");
|
|
return false;
|
|
}
|
|
|
|
int fashion_weapon_mask = (int)pConfig.Value.action_mask[fashion_weapon_type];
|
|
return (fashion_weapon_mask & (1 << GetWeaponType(weapon_type))) != 0;
|
|
}
|
|
|
|
public FASHION_WEAPON_CONFIG GetFashionConfig()
|
|
{
|
|
FASHION_WEAPON_CONFIG? pFashionConfig = null;
|
|
if (null == pFashionConfig)
|
|
{
|
|
elementdataman pDataMan = ElementDataManProvider.GetElementDataMan();
|
|
DATA_TYPE DataType = DATA_TYPE.DT_FASHION_WEAPON_CONFIG;
|
|
uint tid = pDataMan.get_id_with_data_type(ID_SPACE.ID_SPACE_CONFIG, DataType);
|
|
|
|
if (tid != 0)
|
|
{
|
|
pFashionConfig =
|
|
(FASHION_WEAPON_CONFIG)pDataMan.get_data_ptr(tid, ID_SPACE.ID_SPACE_CONFIG, ref DataType);
|
|
BMLogger.LogError($"HoangDev : get_data_ptr {pFashionConfig.GetType()}");
|
|
}
|
|
}
|
|
|
|
return pFashionConfig == null ? default : pFashionConfig.Value;
|
|
}
|
|
|
|
public int GetSelectedTarget()
|
|
{
|
|
return m_idSelTarget;
|
|
}
|
|
|
|
public float GetTouchRadius()
|
|
{
|
|
return m_fTouchRad;
|
|
}
|
|
|
|
// Is player in battle
|
|
public bool IsInBattle()
|
|
{
|
|
return m_iBattleCamp != Player_camp_in_battle.GP_BATTLE_CAMP_NONE;
|
|
}
|
|
|
|
// Check whether specified npc in a same battle camp
|
|
public bool InSameBattleCamp(CECNPC pNPC)
|
|
{
|
|
if (!pNPC || m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_NONE ||
|
|
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_INVADER && !pNPC.IsInBattleInvaderCamp()) ||
|
|
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_DEFENDER && !pNPC.IsInBattleDefenderCamp()))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
public int GetBattleCamp() { return m_iBattleCamp; }
|
|
|
|
public bool InSameBattleCamp(CECPlayer pPlayer)
|
|
{
|
|
if (!pPlayer || m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_NONE ||
|
|
m_iBattleCamp != pPlayer.GetBattleCamp())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public const uint DEFAULT_ACTION_TYPE = 0xFFFFFFFF;
|
|
|
|
public static int GetWeaponType(int iWeaponType)
|
|
{
|
|
return iWeaponType == DEFAULT_ACTION_TYPE ? 10 : iWeaponType;
|
|
}
|
|
|
|
public bool IsInFactionPVP() => (m_factionPVPMask & 0x01) != 0;
|
|
public bool CanAttackFactionPVPMineCar() => (m_factionPVPMask & 0x02) != 0;
|
|
public bool CanAttackFactionPVPMineBase() => (m_factionPVPMask & 0x04) != 0;
|
|
|
|
public int GetLevelUpExp(int iLevel)
|
|
{
|
|
return _player_levelup_exp.exp[iLevel - 1];
|
|
//return iLevel * iLevel * 500;
|
|
}
|
|
|
|
// Get basic properties
|
|
public ROLEBASICPROP GetBasicProps()
|
|
{
|
|
return m_BasicProps;
|
|
}
|
|
|
|
public override void TurnFaceTo(int idTarget, float dwTime = 200)
|
|
{
|
|
if (idTarget != 0)
|
|
{
|
|
if (idTarget == GetCharacterID())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (IsWorkMoveRunning() /*&& !IsPlayingCastingSkillAndMoveActions()*/)
|
|
{
|
|
// ÒÆ¶¯Ê±Ò»°ãÓ¦ÃæÏòÒÆ¶¯·½Ïò¡¢Ö»ÔÚÒÆ¶¯Ê©·¨ÖвÅתÏò
|
|
return;
|
|
}
|
|
}
|
|
|
|
var target = EC_ManMessageMono.Instance?.GetObject(idTarget, 0)?.gameObject.transform;
|
|
if (target == null)
|
|
{
|
|
BMLogger.LogError("HoangDev: ko có transform ");
|
|
return;
|
|
}
|
|
|
|
Vector3 direction = (target.position - transform.position).normalized;
|
|
direction.y = 0f;
|
|
int turnSpeed = 5;
|
|
if (direction.sqrMagnitude > 0.001f)
|
|
{
|
|
// T�?o rotation mới hướng tới target
|
|
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
|
|
|
|
// Xoay mư�?t t�? rotation hiện t�?i sang rotation m�?c tiêu
|
|
//transform.rotation = Quaternion.Slerp(
|
|
// transform.rotation,
|
|
// targetRotation,
|
|
// Time.deltaTime * turnSpeed
|
|
//);
|
|
transform.rotation = targetRotation;
|
|
}
|
|
}
|
|
|
|
public virtual bool IsWorkMoveRunning()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/* public bool IsPlayingCastingSkillAndMoveActions()
|
|
{
|
|
return IsPlayingCastingSkillAction() && IsPlayingMoveAction();
|
|
}
|
|
public bool IsPlayingCastingSkillAction()
|
|
{
|
|
return m_pActionController ? m_pActionController.IsPlayingCastingSkillAction() : false;
|
|
}
|
|
bool IsPlayingMoveAction()
|
|
{
|
|
return m_pActionController ? m_pActionController.IsPlayingMoveAction() : false;
|
|
}*/
|
|
public int GetMoveStandAction(bool bMove, bool bFight = false)
|
|
{
|
|
int iMoveEnv = m_iMoveEnv;
|
|
//if (m_AttachMode != enumAttachNone)
|
|
//{
|
|
// bFight = false;
|
|
// if (m_bHangerOn)
|
|
// iMoveEnv = MOVEENV_GROUND;
|
|
//}
|
|
|
|
int iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
|
|
|
|
if (bMove)
|
|
{
|
|
// Play appropriate actions
|
|
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
|
|
{
|
|
if (m_bWalkRun)
|
|
iAction = (int)PLAYER_ACTION_TYPE.ACT_RUN;
|
|
else
|
|
iAction = (int)PLAYER_ACTION_TYPE.ACT_WALK;
|
|
}
|
|
//else if (iMoveEnv == MOVEENV_AIR)
|
|
//{
|
|
// //if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
|
|
// // iAction = ACT_FLY;
|
|
// //else
|
|
// // iAction = ACT_FLY_SWORD;
|
|
//}
|
|
//else if (iMoveEnv == MOVEENV_WATER)
|
|
//{
|
|
// //if (CanCombineWithMoveForSkill())
|
|
// //{
|
|
// // iAction = ACT_SWIM_FOR_MOVESKILL;
|
|
// //}
|
|
// //else
|
|
// //{
|
|
// // iAction = ACT_SWIM;
|
|
// //}
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
// Play appropriate actions
|
|
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
|
|
{
|
|
if (bFight)
|
|
iAction = (int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND;
|
|
else
|
|
iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
|
|
}
|
|
//else if (iMoveEnv == MOVEENV_AIR)
|
|
//{
|
|
// if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
|
|
// iAction = ACT_HANGINAIR;
|
|
// else
|
|
// iAction = ACT_HANGINAIR_SWORD;
|
|
//}
|
|
//else if (iMoveEnv == MOVEENV_WATER)
|
|
// iAction = ACT_HANGINWATER;
|
|
}
|
|
|
|
return iAction;
|
|
}
|
|
public A3DVECTOR3 GetModelMoveDir()
|
|
{ // ÒÆ¶¯Ê±¡¢·µ»ØÒƶ¯³¯Ïò£¬¾²Ö¹Ê±¡¢·µ»ØÄ£Ðͳ¯Ïò
|
|
return EC_Utility.ToA3DVECTOR3(transform.forward);
|
|
}
|
|
public void Damaged(int nDamage, uint dwModifier = 0, int skill = 0)
|
|
{
|
|
if (nDamage == -2)
|
|
{
|
|
// this message is caused by a help skill, so don't use a wounded action here
|
|
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
|
|
BubbleText(BUBBLE_IMMUNE, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
|
|
BubbleText(BUBBLE_INVALIDHIT, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
|
|
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
|
|
}
|
|
else if (nDamage == -1)
|
|
{
|
|
// when else player hit this player iDamage is -1,
|
|
// Just play a wounded action
|
|
if (!OnDamaged(skill))
|
|
{
|
|
// PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
|
|
}
|
|
/*if (dwModifier & CECAttackEvent::MOD_IMMUNE)
|
|
BubbleText(BUBBLE_IMMUNE, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
|
|
BubbleText(BUBBLE_INVALIDHIT, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
|
|
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
|
|
}
|
|
else
|
|
{
|
|
// Popup a damage decal
|
|
if (nDamage > 0)
|
|
{
|
|
int p1 = 0;
|
|
/*if (dwModifier & CECAttackEvent::MOD_CRITICAL_STRIKE)
|
|
p1 |= 0x0001;
|
|
|
|
if (dwModifier & CECAttackEvent::MOD_RETORT)
|
|
p1 |= 0x0002;*/
|
|
|
|
if (!OnDamaged(skill))
|
|
// PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
|
|
|
|
DamageTextManager.Instance.ShowDamageText(
|
|
transform.position, nDamage, Color.yellow, 1.0f);
|
|
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
|
|
BubbleText(BUBBLE_IMMUNE, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_REBOUND)
|
|
BubbleText(BUBBLE_REBOUND, nDamage);
|
|
else if (dwModifier & CECAttackEvent::MOD_BEAT_BACK)
|
|
BubbleText(BUBBLE_BEAT_BACK, nDamage);
|
|
else
|
|
BubbleText(BUBBLE_DAMAGE, nDamage, p1);*/
|
|
}
|
|
/* else if (dwModifier & CECAttackEvent::MOD_IMMUNE)
|
|
BubbleText(BUBBLE_IMMUNE, 0);
|
|
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
|
|
BubbleText(BUBBLE_INVALIDHIT, 0);
|
|
else
|
|
BubbleText(BUBBLE_HITMISSED, 0);*/
|
|
}
|
|
}
|
|
public void StopSkillAttackAction()
|
|
{
|
|
if (m_pActionController != null)
|
|
{
|
|
m_pActionController.StopSkillAttackAction();
|
|
}
|
|
}
|
|
public void StopSkillCastAction()
|
|
{
|
|
if (m_pActionController != null)
|
|
{
|
|
m_pActionController.StopSkillCastAction();
|
|
}
|
|
}
|
|
public bool PlaySkillCastAction(int idSkill)
|
|
{
|
|
string szAct = "";
|
|
|
|
int weapon_type = GetShowingWeaponType();
|
|
|
|
if (!_default_skill_actions.TryGetValue((uint)idSkill, out PLAYER_ACTION_INFO_CONFIG data) || data.action_prefix == null || data.action_prefix.Length == 0 || data.action_prefix[0] == 0)
|
|
{
|
|
// Check if it's a target item skill
|
|
if (ElementSkill.GetCommonCoolDown((uint)idSkill) > 1 << 4)
|
|
{
|
|
data = m_PlayerActions[(int)PLAYER_ACTION_TYPE.ACT_USING_TARGET_ITEM].data;
|
|
|
|
if (data.action_prefix == null || data.action_prefix.Length == 0 || data.action_prefix[0] == 0)
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
|
|
{
|
|
szAct = EC_Utility.BuildActionName(data, weapon_type, "_Ò÷³ª_");
|
|
BMLogger.LogError($"HoangDev: PlaySkillCastAction szAct={szAct} ");
|
|
}
|
|
else
|
|
{
|
|
/* if ((*//*UsingWing()*//*m_wingType == enumWingType.WINGTYPE_WING && IsFlying()) || (GetProfession() == PROF_ANGEL) || (GetProfession() == PROF_ARCHOR) || (GetProfession() == PROF_MONK) || (GetProfession() == PROF_GHOST))
|
|
sprintf(szAct, "%s_¿ÕÖгá°ò_Ò÷³ª_%s", data->action_prefix, data->action_weapon_suffix[weapon_type].suffix);
|
|
else
|
|
sprintf(szAct, "%s_¿ÕÖзɽ£_Ò÷³ª_%s", data->action_prefix, data->action_weapon_suffix[weapon_type].suffix);*/
|
|
}
|
|
|
|
bool bHideFX = false; /*!CECOptimize::Instance().GetGFX().CanShowCast(GetCharacterID(), GetClassID());*/
|
|
if (!PlaySkillCastActionWithName(idSkill, szAct, bHideFX))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ShowWeaponByConfig(data);
|
|
//UpdateWeaponHangerPosBySkillAction(idSkill);// ¸ù¾Ý¼¼Äܲ¥·ÅµÄ¶¯×÷£¬¸ü¸ÄÎäÆ÷Ðü¹ÒλÖã¨Ö»Äܼì²é²»ÅŶӶ¯×÷£©
|
|
return true;
|
|
}
|
|
public bool OnDamaged(int skill)
|
|
{
|
|
var atkMan = CECAttacksMan.Instance;
|
|
if (atkMan == null)
|
|
return false;
|
|
|
|
string name1, name2;
|
|
|
|
for (int i = 0; i < m_sciStateIDForStateAction.Length; i++)
|
|
{
|
|
/* if (atkMan.GetSkillStateActionName(skill, m_sciStateIDForStateAction[i], out name1, out name2))
|
|
{
|
|
m_SkillIDForStateAction = skill;
|
|
return true;
|
|
}*/
|
|
}
|
|
|
|
return false;
|
|
}
|
|
public bool PlaySkillCastActionWithName(int idSkill, string szActName, bool bNoFX/* =false */)
|
|
{
|
|
return m_pActionController != null
|
|
&& m_pActionController.PlaySkillCastActionWithName(idSkill, szActName, bNoFX);
|
|
}
|
|
|
|
public bool PlaySkillAttackAction(int idSkill, int nAttackSpeed, ref int piAttackTime, int nSection = 0, CECAttackEvent attackEvent = null)
|
|
{
|
|
if (_pPlayerModel == null)
|
|
return false;
|
|
|
|
string szAct = "";
|
|
|
|
int weapon_type = GetShowingWeaponType();
|
|
|
|
if (!_default_skill_actions.TryGetValue((uint)idSkill, out PLAYER_ACTION_INFO_CONFIG data) ||
|
|
data.action_prefix == null || data.action_prefix.Length == 0 || data.action_prefix[0] == 0)
|
|
{
|
|
// Check if it's a target item skill / 检查是否为目标道具技能
|
|
if (ElementSkill.GetCommonCoolDown((uint)idSkill) > 1 << 4)
|
|
{
|
|
PLAYER_ACTION_INFO_CONFIG? data2 = m_PlayerActions[(int)PLAYER_ACTION_TYPE.ACT_USING_TARGET_ITEM].data;
|
|
if (data2 == null || data2.Value.action_prefix == null || data2.Value.action_prefix.Length == 0 || data2.Value.action_prefix[0] == 0)
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
int nTime1, nTime2;
|
|
bool bInfinite = false;
|
|
// CECModel pRightHandWeapon = GetRightHandWeapon(); // 获取右手武器 / Get right hand weapon
|
|
bool bHideFX = false; // !CECOptimize::Instance().GetGFX().CanShowAttack(GetCharacterID(), GetClassID());
|
|
|
|
var atkMan = CECAttacksMan.Instance;
|
|
|
|
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
|
|
{
|
|
szAct = EC_Utility.BuildActionName(data, weapon_type, "_施放起_");
|
|
GetSkillSectionActionName(ref szAct, idSkill, nSection);
|
|
|
|
if (!PlaySkillAttackActionWithName(idSkill, szAct, bHideFX, attackEvent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// nTime1 = m_pPlayerModel->GetComActTimeSpanByName(szAct); // 获取动作时长 / Get action time span
|
|
// pAct = m_pPlayerModel->GetComActByName(szAct);
|
|
// if (pAct) bInfinite |= pAct->IsInfinite();
|
|
nTime1 = 1000; // 临时值 / Temporary value
|
|
|
|
szAct = EC_Utility.BuildActionName(data, weapon_type, "_施放落_");
|
|
GetSkillSectionActionName(ref szAct, idSkill, nSection);
|
|
QueueSkillAttackActionWithName(idSkill, szAct, 0, bHideFX);
|
|
|
|
// nTime2 = m_pPlayerModel->GetComActTimeSpanByName(szAct);
|
|
// pAct = m_pPlayerModel->GetComActByName(szAct);
|
|
// if (pAct) bInfinite |= pAct->IsInfinite();
|
|
nTime2 = 1000; // 临时值 / Temporary value
|
|
}
|
|
else
|
|
{
|
|
// 空中动作 / Air action
|
|
string szActionMiddleName = null;
|
|
if ((m_wingType == enumWingType.WINGTYPE_WING && IsFlying()) ||
|
|
(m_iProfession == PROFESSION.PROF_ANGEL) ||
|
|
(m_iProfession == PROFESSION.PROF_ARCHOR) ||
|
|
(m_iProfession == PROFESSION.PROF_MONK) ||
|
|
(m_iProfession == PROFESSION.PROF_GHOST))
|
|
{
|
|
szActionMiddleName = "_空中翅膀"; // Air with wings / 空中翅膀
|
|
}
|
|
else
|
|
{
|
|
szActionMiddleName = "_空中飞剑"; // Air with sword / 空中飞剑
|
|
}
|
|
|
|
szActionMiddleName += "_施放起_";
|
|
szAct = EC_Utility.BuildActionName(data, weapon_type, szActionMiddleName);
|
|
GetSkillSectionActionName(ref szAct, idSkill, nSection);
|
|
|
|
if (!PlaySkillAttackActionWithName(idSkill, szAct, bHideFX, attackEvent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// if (pRightHandWeapon && IsUsingMagicWeapon())
|
|
// pRightHandWeapon->PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, ACT_CASTSKILL, bHideFX);
|
|
|
|
// nTime1 = m_pPlayerModel->GetComActTimeSpanByName(szAct);
|
|
// pAct = m_pPlayerModel->GetComActByName(szAct);
|
|
// if (pAct) bInfinite |= pAct->IsInfinite();
|
|
nTime1 = 1000; // 临时值 / Temporary value
|
|
|
|
szAct = $"{data.action_prefix}_{szActionMiddleName}_施法行_{data.action_weapon_suffix[weapon_type].suffix}";
|
|
GetSkillSectionActionName(ref szAct, idSkill, nSection);
|
|
QueueSkillAttackActionWithName(idSkill, szAct, 0, bHideFX);
|
|
|
|
// if (pRightHandWeapon && IsUsingMagicWeapon())
|
|
// pRightHandWeapon->QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, ACT_CASTSKILL, false, false, bHideFX);
|
|
|
|
// nTime2 = m_pPlayerModel->GetComActTimeSpanByName(szAct);
|
|
// pAct = m_pPlayerModel->GetComActByName(szAct);
|
|
// if (pAct) bInfinite |= pAct->IsInfinite();
|
|
nTime2 = 1000; // 临时值 / Temporary value
|
|
}
|
|
|
|
// int nExecuteTime = GNET::ElementSkill::GetExecuteTime(idSkill, 0); // 获取技能执行时间 / Get skill execute time
|
|
int nExecuteTime = 2000; // 临时值 / Temporary value
|
|
|
|
// 调整动画速度以匹配攻击速度 / Adjust animation speed to match attack speed
|
|
if (!bInfinite)
|
|
{
|
|
if (nExecuteTime > 0)
|
|
{
|
|
float vScale = (nTime1 + nTime2) / (float)nExecuteTime;
|
|
// m_pPlayerModel->SetPlaySpeed(vScale * 1.2f);
|
|
|
|
// if (pRightHandWeapon && IsUsingMagicWeapon())
|
|
// pRightHandWeapon->SetPlaySpeed(vScale * 1.2f);
|
|
}
|
|
|
|
piAttackTime = nTime1 + nTime2;
|
|
}
|
|
else
|
|
{
|
|
// 动作循环,返回技能决定的执行时间 / Action loops, return skill-determined execute time
|
|
piAttackTime = nExecuteTime;
|
|
}
|
|
|
|
ShowWeaponByConfig(data);
|
|
// UpdateWeaponHangerPosBySkillAction(idSkill); // 根据技能播放的动作,更改武器悬挂位置 / Update weapon hanger position based on skill action
|
|
return true;
|
|
}
|
|
public bool IsTeamMember(int idPlayer)
|
|
{
|
|
//TODO: HoangDev implement later
|
|
return false;
|
|
/* if (!m_pTeam)
|
|
return false;
|
|
|
|
return m_pTeam->GetMemberByID(idPlayer) ? true : false;*/
|
|
}
|
|
public bool PlaySkillAttackActionWithName(int idSkill, string szActName, bool bNoFX = false, CECAttackEvent attackEvent = null)
|
|
{
|
|
return m_pActionController != null
|
|
&& m_pActionController.PlaySkillAttackActionWithName(idSkill, szActName, bNoFX, attackEvent != null ? new bool[] { attackEvent.m_bSignaled } : null, 0);
|
|
}
|
|
|
|
public bool QueueSkillAttackActionWithName(int idSkill, string szActName, int nTransTime = 200, bool bNoFX = false, bool bResetSpeed = false, bool bResetActFlag = false, bool[] pNewActFlag = null, uint dwNewFlagMode = 0)
|
|
{
|
|
return m_pActionController != null
|
|
&& m_pActionController.QueueSkillAttackActionWithName(idSkill, szActName, nTransTime, bNoFX, bResetSpeed, bResetActFlag, pNewActFlag, dwNewFlagMode);
|
|
}
|
|
|
|
private void GetSkillSectionActionName(ref string szAct, int idSkill, int nSection)
|
|
{
|
|
if (nSection != 0)
|
|
{
|
|
var pAtkMan = CECAttacksMan.Instance;
|
|
if (pAtkMan != null && pAtkMan.GetSkillSectionActionSuffix(idSkill, nSection, out string suffix))
|
|
{
|
|
szAct += "_" + suffix;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 判断是否在飞行 / Check if flying
|
|
public bool IsFlying()
|
|
{
|
|
// 临时实现 / Temporary implementation
|
|
return m_iMoveEnv == (int)MoveEnvironment.MOVEENV_AIR;
|
|
}
|
|
public bool IsInvader()
|
|
{
|
|
return (m_dwStates & PlayerNPCState.GP_STATE_INVADER) != 0;
|
|
}
|
|
public int GetFactionID() { return m_idFaction; }
|
|
public int GetForce() { return m_idForce; }
|
|
public bool IsInDuel() { return m_pvp.iDuelState == (int)DuelState.DUEL_ST_INDUEL; }
|
|
// Duel state
|
|
public enum DuelState
|
|
|
|
{
|
|
DUEL_ST_NONE = 0,
|
|
DUEL_ST_PREPARE,
|
|
DUEL_ST_INDUEL,
|
|
DUEL_ST_STOPPING,
|
|
};
|
|
public bool IsPariah()
|
|
{
|
|
return (m_dwStates & PlayerNPCState.GP_STATE_PARIAH) != 0;
|
|
}
|
|
bool GetSkillStateActionName(int skill, int state, string name1, string name2)
|
|
{
|
|
/* for (int i = 0; i < (int)m_SkillStateActionVec.size(); i++)
|
|
{
|
|
if (m_SkillStateActionVec[i].skill == skill && m_SkillStateActionVec[i].state == state)
|
|
{
|
|
name1 = m_SkillStateActionVec[i].beHitAction;
|
|
name2 = m_SkillStateActionVec[i].stayDownAction;
|
|
return true;
|
|
}
|
|
}*/
|
|
return false;
|
|
}
|
|
public virtual bool IsFighting() { return m_bFight; }
|
|
public float GetGroundSpeed()
|
|
{
|
|
// return m_bWalkRun ? g_pGame.GetConfigs().GetHostRunSpeed() : m_ExtProps.mv.walk_speed;
|
|
// return 5f;
|
|
return m_bWalkRun ? m_ExtProps.mv.run_speed : m_ExtProps.mv.walk_speed;
|
|
}
|
|
|
|
// Get move environment
|
|
public int GetMoveEnv()
|
|
{
|
|
return m_iMoveEnv;
|
|
}
|
|
|
|
public bool IsShapeChanged()
|
|
{
|
|
return m_iShape != 0;
|
|
}
|
|
|
|
// 获取职业 // Get profession
|
|
public int GetProfession()
|
|
{
|
|
return m_iProfession;
|
|
}
|
|
|
|
// 获取性别 // Get gender
|
|
public int GetGender()
|
|
{
|
|
return m_iGender;
|
|
}
|
|
|
|
// 获取变身类型 // Get shape type
|
|
// PLAYERMODEL_GETTYPE(iShape) = (iShape & 0xff) >> 6
|
|
public int GetShapeType()
|
|
{
|
|
return (m_iShape & 0xff) >> 6;
|
|
}
|
|
|
|
// 获取变身ID // Get shape ID
|
|
// PLAYERMODEL_GETID(iShape) = iShape & 0x3f
|
|
public int GetShapeID()
|
|
{
|
|
return m_iShape & 0x3f;
|
|
}
|
|
|
|
public int GetWeaponID()
|
|
{
|
|
return m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WEAPON] & 0xffff;
|
|
}
|
|
|
|
public bool IsAllResReady()
|
|
{
|
|
return (m_dwResFlags & (uint)PlayerResourcesReadyFlag.RESFG_ALL) == (uint)PlayerResourcesReadyFlag.RESFG_ALL;
|
|
}
|
|
// Get character ID
|
|
|
|
// Play Gfx on Models
|
|
protected bool PlayGfx(string szPath, string szHook, float fScale /*1.0f*/, uint iShapeTypeMask /*(1<<PLAYERMODEL_MAJOR)*/, bool bForceNoRecord = false)
|
|
{
|
|
// bool bPlayed(false);
|
|
// bool bSkipRecord = (iShapeTypeMask != PLAYERMODEL_TYPEALL) || bForceNoRecord;
|
|
// for(int i=0;i<PLAYERMODEL_MAX;i++)
|
|
// {
|
|
// if (m_pModels[i] && (iShapeTypeMask & (1<<i)))
|
|
// {
|
|
// if (IsCurrentModel(m_pModels[i])){
|
|
// m_pModels[i]->PlayGfx(szPath, szHook, fScale);
|
|
// bPlayed = true;
|
|
// }
|
|
// if(bSkipRecord) continue;
|
|
// A3DGFXEx* pGfx = m_pModels[i]->GetGfx(szPath, szHook);
|
|
// if (pGfx && pGfx->IsInfinite()){
|
|
// GFXRECORD rec;
|
|
// rec.strPath = szPath;
|
|
// rec.strHook = szHook;
|
|
// rec.fScale = fScale;
|
|
// AString key = rec.strPath + rec.strHook;
|
|
// m_GfxRecords[key] = rec;
|
|
// bSkipRecord = true;
|
|
// }
|
|
// }
|
|
// }
|
|
PlayLevelUpGfx(szPath);
|
|
return false;
|
|
}
|
|
|
|
private async void PlayLevelUpGfx(string path)
|
|
{
|
|
// Usage: Load the prefab asynchronously using AddressableManager
|
|
GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(path);
|
|
if (prefab != null)
|
|
{
|
|
if (_levelUpVfx != null)
|
|
{
|
|
if (_levelUpVfx.IsPlaying())
|
|
return;
|
|
_levelUpVfx.Play();
|
|
return;
|
|
}
|
|
|
|
// Instantiate at player's current position and rotation
|
|
_levelUpVfx = Instantiate(prefab, transform).GetComponent<BaseVfxObject>();
|
|
_levelUpVfx.Play();
|
|
// vfx.transform.SetParent(transform); transform.position, prefab.transform.rotation
|
|
_levelUpVfx.transform.localPosition = Vector3.zero;
|
|
}
|
|
else
|
|
{
|
|
BMLogger.LogError($"Failed to load level up effect prefab at: {path}");
|
|
}
|
|
}
|
|
|
|
// Get booth state
|
|
public int GetBoothState() { return m_iBoothState; }
|
|
|
|
// Check whether player has effect of specified type
|
|
public bool HasEffectType(int iEffType)
|
|
{
|
|
int i;
|
|
|
|
switch (iEffType)
|
|
{
|
|
case Effect_type.EFF_FACEPILL:
|
|
{
|
|
elementdataman pDataMan = EC_Game.GetElementDataMan();
|
|
|
|
// Get item data type
|
|
for (i = 0; i < m_aCurEffects.Count; i++)
|
|
{
|
|
DATA_TYPE DataType = pDataMan.get_data_type((uint)m_aCurEffects[i], ID_SPACE.ID_SPACE_ESSENCE);
|
|
if (DataType == DATA_TYPE.DT_FACEPILL_ESSENCE)
|
|
return true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public byte GetReincarnationCount() { return m_ReincarnationCount; }
|
|
|
|
public string GetName()
|
|
{
|
|
return m_strName;
|
|
}
|
|
|
|
public enumWingType GetWingType() { return m_wingType; }
|
|
|
|
|
|
// Set part extend properties
|
|
public void SetPartExtendProps(int iPropIdx, object pData)
|
|
{
|
|
switch (iPropIdx)
|
|
{
|
|
case (int)ExtendPropertyClass.EXTPROPIDX_BASE:
|
|
|
|
m_ExtProps.bs = (ROLEEXTPROP_BASE)pData;
|
|
break;
|
|
|
|
case (int)ExtendPropertyClass.EXTPROPIDX_MOVE:
|
|
|
|
m_ExtProps.mv = (ROLEEXTPROP_MOVE)pData;
|
|
break;
|
|
|
|
case (int)ExtendPropertyClass.EXTPROPIDX_ATTACK:
|
|
|
|
m_ExtProps.ak = (ROLEEXTPROP_ATK)pData;
|
|
break;
|
|
|
|
case (int)ExtendPropertyClass.EXTPROPIDX_DEF:
|
|
|
|
m_ExtProps.df = (ROLEEXTPROP_DEF)pData;
|
|
break;
|
|
|
|
default:
|
|
//ASSERT(0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
#region Team
|
|
|
|
// Get team to which this player belongs to
|
|
// public CECTeam GetTeam() { return m_pTeam; }
|
|
|
|
#endregion
|
|
|
|
public static bool IsMoveStandAction(int action)
|
|
{
|
|
// tương đương: const static int s_MoveStandAction[]
|
|
PLAYER_ACTION_TYPE[] s_MoveStandAction =
|
|
{
|
|
PLAYER_ACTION_TYPE.ACT_RUN,
|
|
PLAYER_ACTION_TYPE.ACT_WALK,
|
|
PLAYER_ACTION_TYPE.ACT_FLY,
|
|
PLAYER_ACTION_TYPE.ACT_FLY_SWORD,
|
|
PLAYER_ACTION_TYPE.ACT_SWIM,
|
|
PLAYER_ACTION_TYPE.ACT_SWIM_FOR_MOVESKILL,
|
|
PLAYER_ACTION_TYPE.ACT_STAND,
|
|
PLAYER_ACTION_TYPE.ACT_FIGHTSTAND,
|
|
PLAYER_ACTION_TYPE.ACT_HANGINAIR,
|
|
PLAYER_ACTION_TYPE.ACT_HANGINAIR_SWORD,
|
|
PLAYER_ACTION_TYPE.ACT_HANGINWATER,
|
|
};
|
|
|
|
int begin = 0;
|
|
int end = s_MoveStandAction.Length - 1;
|
|
|
|
for (int i = begin; i < end; i++)
|
|
{
|
|
if ((int)s_MoveStandAction[i] == action)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
public int GetLowerBodyAction()
|
|
{
|
|
return m_pActionController?.GetLowerBodyAction() ?? -1;
|
|
}
|
|
}
|
|
|
|
public struct PlayActionEvent
|
|
{
|
|
public string AnimationName;
|
|
public int ITransTime;
|
|
public PlayActionEvent(string animationName, int iTransTime)
|
|
{
|
|
this.AnimationName = animationName;
|
|
ITransTime = iTransTime;
|
|
}
|
|
}
|
|
public struct PLAYER_ACTION
|
|
{
|
|
public PLAYER_ACTION_TYPE type;
|
|
public PLAYER_ACTION_INFO_CONFIG data;
|
|
};
|
|
public class QueueActionEvent
|
|
{
|
|
public string AnimationName;
|
|
public int ITransTime;
|
|
public Action<bool, CECAttackEvent> SetFlag;
|
|
public CECAttackEvent AttackEvent;
|
|
public bool IsHitAnim;
|
|
|
|
public QueueActionEvent(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
|
|
CECAttackEvent attackEvent,int iTransTime)
|
|
{
|
|
this.AnimationName = animationName;
|
|
SetFlag = setFlag;
|
|
IsHitAnim = isHitAnim;
|
|
AttackEvent = attackEvent;
|
|
ITransTime = iTransTime;
|
|
}
|
|
|
|
public void SetData(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
|
|
CECAttackEvent attackEvent,int iTransTime)
|
|
{
|
|
this.AnimationName = animationName;
|
|
SetFlag = setFlag;
|
|
IsHitAnim = isHitAnim;
|
|
AttackEvent = attackEvent;
|
|
ITransTime = iTransTime;
|
|
}
|
|
}
|
|
public enum PLAYER_ACTION_TYPE
|
|
{
|
|
// 0
|
|
ACT_STAND = 0, // Đứng
|
|
ACT_FIGHTSTAND, // Đứng chiến đ�?u
|
|
ACT_WALK, // Đi b�?
|
|
ACT_RUN, // Ch�?y
|
|
ACT_JUMP_START, // Bắt đ�?u nh�?y
|
|
|
|
// 5
|
|
ACT_JUMP_LOOP, // Nh�?y trên không lặp l�?i
|
|
ACT_JUMP_LAND, // Nh�?y tiếp đ�?t
|
|
ACT_SWIM, // Bơi
|
|
ACT_HANGINWATER, // Lơ lửng trong nước
|
|
ACT_TAKEOFF, // C�?t cánh (should be ACT_TAKEOFF_WING)
|
|
|
|
// 10
|
|
ACT_HANGINAIR, // Treo trên không (should be ACT_HANGINAIR_WING)
|
|
ACT_FLY, // Bay (should be ACT_FLY_WING)
|
|
ACT_FLYDOWN, // Bay xuống cao (should be ACT_FLYDOWN_WING_HIGH)
|
|
ACT_FLYDOWN_WING_LOW, // Bay xuống th�?p (should be ACT_FLYDOWN_WING_LOW)
|
|
ACT_LANDON, // H�? cánh (should be ACT_LAND_WING)
|
|
|
|
// 15
|
|
ACT_TAKEOFF_SWORD, // Kiếm bay - c�?t cánh
|
|
ACT_HANGINAIR_SWORD, // Kiếm bay - treo không trung
|
|
ACT_FLY_SWORD, // Kiếm bay - tiến tới
|
|
ACT_FLYDOWN_SWORD_HIGH, // Kiếm bay - rơi cao
|
|
ACT_FLYDOWN_SWORD_LOW, // Kiếm bay - rơi th�?p
|
|
|
|
// 20
|
|
ACT_LANDON_SWORD, // Kiếm bay - h�? cánh
|
|
ACT_SITDOWN, // Ngồi
|
|
ACT_SITDOWN_LOOP, // Ngồi lặp l�?i
|
|
ACT_STANDUP, // Đứng dậy
|
|
ACT_WOUNDED, // B�? thương
|
|
|
|
// 25
|
|
ACT_GROUNDDIE, // Chết trên mặt đ�?t
|
|
ACT_GROUNDDIE_LOOP, // Chết trên đ�?t (loop)
|
|
ACT_WATERDIE, // Chết trong nước
|
|
ACT_WATERDIE_LOOP, // Chết trong nước (loop)
|
|
ACT_AIRDIE_ST, // Chết trên không (bắt đ�?u)
|
|
|
|
// 30
|
|
ACT_AIRDIE, // Chết trên không (loop rơi)
|
|
ACT_AIRDIE_ED, // Chết trên không (ch�?m đ�?t)
|
|
ACT_AIRDIE_LAND_LOOP, // Chết rơi đ�?t (loop)
|
|
ACT_REVIVE, // Hồi sinh
|
|
ACT_CUSTOMIZE, // Động tác tùy chỉnh
|
|
|
|
// 35
|
|
ACT_STRIKEBACK, // B�? đánh lùi
|
|
ACT_STRIKEDOWN, // B�? đánh ngã
|
|
ACT_STRIKEDOWN_LOOP, // B�? đánh ngã (loop)
|
|
ACT_STRIKEDOWN_STANDUP, // B�? đánh ngã rồi đứng dậy
|
|
ACT_PICKUP, // Nhặt đ�?
|
|
|
|
// 40
|
|
ACT_PICKUP_LOOP, // Nhặt đ�? (loop)
|
|
ACT_PICKUP_STANDUP, // Nhặt đ�? đứng dậy
|
|
ACT_PICKUP_MATTER, // Nhặt vật th�?
|
|
ACT_GAPE, // Há miệng
|
|
ACT_LOOKAROUND, // Nhìn quanh
|
|
|
|
// 45
|
|
ACT_PLAYWEAPON, // Vung vũ khí
|
|
ACT_EXP_WAVE, // Vẫy tay
|
|
ACT_EXP_NOD, // Gật đ�?u
|
|
ACT_EXP_SHAKEHEAD, // Lắc đ�?u
|
|
ACT_EXP_SHRUG, // Nhún vai
|
|
|
|
// 50
|
|
ACT_EXP_LAUGH, // Cười lớn
|
|
ACT_EXP_ANGRY, // Tức giận
|
|
ACT_EXP_STUN, // Choáng
|
|
ACT_EXP_DEPRESSED, // Buồn bã
|
|
ACT_EXP_KISSHAND, // Hôn tay
|
|
|
|
// 55
|
|
ACT_EXP_SHY, // Ng�?i ngùng
|
|
ACT_EXP_SALUTE, // Chào
|
|
ACT_EXP_SITDOWN, // Ngồi xuống
|
|
ACT_EXP_SITDOWN_LOOP, // Ngồi xuống (loop)
|
|
ACT_EXP_SITDOWN_STANDUP, // Ngồi xuống rồi đứng dậy
|
|
|
|
// 60
|
|
ACT_EXP_ASSAULT, // T�?n công
|
|
ACT_EXP_THINK, // Suy nghĩ
|
|
ACT_EXP_DEFIANCE, // Thách thức
|
|
ACT_EXP_VICTORY, // Chiến thắng
|
|
ACT_EXP_KISS, // Hôn
|
|
|
|
// 65
|
|
ACT_EXP_KISS_LOOP, // Hôn (loop)
|
|
ACT_EXP_KISS_END, // Kết thúc hôn
|
|
ACT_ATTACK_1, // T�?n công 1
|
|
ACT_ATTACK_2, // T�?n công 2
|
|
ACT_ATTACK_3, // T�?n công 3
|
|
|
|
// 70
|
|
ACT_ATTACK_4, // T�?n công 4
|
|
ACT_ATTACK_TOSS, // Ném vũ khí
|
|
ACT_TRICK_RUN, // Chiêu khi ch�?y
|
|
ACT_TRICK_JUMP, // Chiêu khi nh�?y
|
|
ACT_FLY_GLIDE, // Lư�?n
|
|
|
|
// 75
|
|
ACT_FLY_GLIDE_SWORD, // Kiếm bay - lư�?n
|
|
ACT_EXP_FIGHT, // Tư th�? chiến đ�?u
|
|
ACT_EXP_ATTACK1, // T�?n công diễn xu�?t 1
|
|
ACT_EXP_ATTACK2, // T�?n công diễn xu�?t 2
|
|
ACT_EXP_ATTACK3, // T�?n công diễn xu�?t 3
|
|
|
|
// 80
|
|
ACT_EXP_ATTACK4, // T�?n công diễn xu�?t 4
|
|
ACT_EXP_DEFENCE, // Phòng th�?
|
|
ACT_EXP_FALL, // Té ngã
|
|
ACT_EXP_FALLONGROUND, // Ngã xuống đ�?t
|
|
ACT_EXP_LOOKAROUND, // Nhìn quanh
|
|
|
|
// 85
|
|
ACT_EXP_DANCE, // Nh�?y múa
|
|
ACT_EXP_FASHIONWEAPON, // Động tác vũ khí thời trang
|
|
ACT_USEITEM, // Dùng item
|
|
ACT_USEITMELOOP, // Dùng item (loop)
|
|
ACT_TWO_KISS, // Hôn đôi
|
|
|
|
// 90
|
|
ACT_USING_TARGET_ITEM, // Dùng đ�?o c�?
|
|
ACT_SWIM_FOR_MOVESKILL, // Bơi trong lúc dùng skill di chuyển
|
|
|
|
ACT_MAX,
|
|
ACT_CASTSKILL // Ch�? là placeholder cho skill actions
|
|
}
|
|
public struct ClearComActFlagAllRankNodesEvent
|
|
{
|
|
public bool v;
|
|
|
|
public ClearComActFlagAllRankNodesEvent(bool value)
|
|
{
|
|
v = value;
|
|
}
|
|
}
|
|
[Serializable]
|
|
public struct INFO
|
|
{
|
|
public int cid; // Character ID
|
|
public int crc_c; // customized data crc
|
|
public int crc_e; // Equipment data crc
|
|
|
|
public INFO(int cid, int crc_c, int crc_)
|
|
{
|
|
this.cid = cid;
|
|
this.crc_c = crc_c;
|
|
this.crc_e = crc_;
|
|
}
|
|
}
|
|
public
|
|
enum enumWingType
|
|
{
|
|
WINGTYPE_WING, // ·ÉÐÐÆ÷ÀàÐÍ£º³á°ò
|
|
WINGTYPE_FLYSWORD, // ·ÉÐÐÆ÷ÀàÐÍ£º·É½£
|
|
WINGTYPE_DOUBLEWHEEL, // ·ÉÐÐÆ÷ÀàÐÍ£ºË«½Å·ÉÐÐÆ÷
|
|
};
|
|
public struct PVPINFO
|
|
{
|
|
public bool bEnable; // PVP switch
|
|
public uint dwCoolTime;
|
|
public uint dwMaxCoolTime;
|
|
public bool bFreePVP; // Free PVP flag, ignore bEnable flag
|
|
public bool bInPVPCombat; // true, in PVP combat
|
|
public int iDuelState; // Duel state
|
|
public int idDuelOpp; // Duel opponent
|
|
public int iDuelTimeCnt; // Duel time counter
|
|
public int iDuelRlt; // Duel result. 0, no defined; 1-win; 2-lose; 3-draw
|
|
};
|
|
public enum PlayerResourcesReadyFlag
|
|
|
|
{
|
|
RESFG_SKELETON = 0x01,
|
|
RESFG_SKIN = 0x02,
|
|
RESFG_CUSTOM = 0x04,
|
|
RESFG_ASSEMBLED = 0x08,
|
|
RESFG_ALL = 0x0f,
|
|
};
|
|
|
|
public static class Duel_state // Duel state
|
|
{
|
|
public const int DUEL_ST_NONE = 0,
|
|
DUEL_ST_PREPARE = 1,
|
|
DUEL_ST_INDUEL = 2,
|
|
DUEL_ST_STOPPING = 3;
|
|
}
|
|
|
|
//// Move mode
|
|
public class Move_Mode
|
|
{
|
|
public const int MOVE_STAND = 0,
|
|
MOVE_MOVE = 1, // Normal move, walk, run, swim or fly
|
|
MOVE_JUMP = 2,
|
|
MOVE_FREEFALL = 3,
|
|
MOVE_SLIDE = 4;
|
|
}
|
|
|
|
public class EC_Player_Skin_Const
|
|
{
|
|
// Skin index
|
|
public static byte SKIN_BODY_INDEX = 0;
|
|
public static byte SKIN_UPPER_BODY_INDEX = 1;
|
|
public static byte SKIN_WRIST_INDEX = 2;
|
|
public static byte SKIN_LOWER_INDEX = 3;
|
|
public static byte SKIN_FOOT_INDEX = 4;
|
|
public static byte SKIN_HEAD_INDEX = 5;
|
|
public static byte SKIN_FASHION_UPPER_BODY_INDEX = 6;
|
|
public static byte SKIN_FASHION_WRIST_INDEX = 7;
|
|
public static byte SKIN_FASHION_LOWER_INDEX = 8;
|
|
public static byte SKIN_FASHION_FOOT_INDEX = 9;
|
|
public static byte NUM_SKIN_INDEX = 10;
|
|
}
|
|
} |