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using System;
using System.Xml;
using XUtliPoolLib;
namespace XMainClient
{
internal class AIRuntimeFilterSkill : AIRunTimeNodeAction
{
private string _target_name;
private bool _use_mp;
private bool _use_name;
private bool _use_hp;
private bool _use_cool_down;
private bool _use_attack_field;
private bool _use_combo;
private bool _use_install = false;
private int _skill_type;
private string _skill_name;
private bool _detect_all_attack_field;
private int _max_skill_num;
public AIRuntimeFilterSkill(XmlElement node) : base(node)
{
this._target_name = node.GetAttribute("Shared_TargetName");
this._use_mp = (node.GetAttribute("UseMP") != "0");
this._use_name = (node.GetAttribute("UseName") != "0");
this._use_hp = (node.GetAttribute("UseHP") != "0");
this._use_cool_down = (node.GetAttribute("UseCoolDown") != "0");
this._use_attack_field = (node.GetAttribute("UseAttackField") != "0");
this._use_combo = (node.GetAttribute("UseCombo") != "0");
this._use_install = (node.GetAttribute("UseInstall") != "0");
this._skill_type = int.Parse(node.GetAttribute("SkillType"));
this._skill_name = node.GetAttribute("SkillName");
this._detect_all_attack_field = (node.GetAttribute("DetectAllPlayInAttackField") != "0");
string attribute = node.GetAttribute("MaxSkillNum");
bool flag = !string.IsNullOrEmpty(attribute);
if (flag)
{
this._max_skill_num = int.Parse(attribute);
}
else
{
this._max_skill_num = 0;
}
}
public override bool Update(XEntity entity)
{
XGameObject xgameObjectByName = entity.AI.AIData.GetXGameObjectByName(this._target_name);
FilterSkillArg filterSkillArg = new FilterSkillArg();
filterSkillArg.mAIArgUseMP = this._use_mp;
filterSkillArg.mAIArgUseName = this._use_name;
filterSkillArg.mAIArgUseHP = this._use_hp;
filterSkillArg.mAIArgUseCoolDown = this._use_cool_down;
filterSkillArg.mAIArgUseAttackField = this._use_attack_field;
filterSkillArg.mAIArgUseCombo = this._use_combo;
filterSkillArg.mAIArgUseInstall = this._use_install;
filterSkillArg.mAIArgSkillType = this._skill_type;
filterSkillArg.mAIArgSkillName = this._skill_name;
filterSkillArg.mAIArgDetectAllPlayInAttackField = this._detect_all_attack_field;
filterSkillArg.mAIArgMaxSkillNum = this._max_skill_num;
XEntity target = null;
bool flag = xgameObjectByName != null;
if (flag)
{
target = XSingleton<XEntityMgr>.singleton.GetEntity(xgameObjectByName.UID);
}
return XSingleton<XAISkill>.singleton.SelectSkill(entity, target, filterSkillArg);
}
}
}
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