rolePlayer
walkEnd
onReachTarget
WarmTip.GetInstance().Show(TipOption.None);
onMove
checkExits--检查退出
checkEffect--检查特效
handleAttackDisRangeEnd--在攻击范围内
handleAttackDisRangeEnd
walkingPath.Clear();
walkEnd();
walking
walkingPath = (ArrayList)paths.Clone();
startMove
nextPathPoint
walkStart
walking赋值给_pointArr,然后发送给服务端moveToServer
walkGridStart
walking赋值给_pointArr,然后发送给服务端moveToServer
moveToObject
_movingTarget = target;
_actionType = action;
if (action !=FOLLOW && distance <= getAttackDis(_actionType))
onReachTarget();
moveTo(targetPoint, false);
moveTo
GlobalVar.gameWorld.moveTo(end);
等价于
ArrayList pathArr = MoveUtil.gotoPoint(_rolePlayer.currentPoint, endPoint);
_rolePlayer.walking(path);
onReachTarget
根据_actionType执行不同操作
fight.sendAttack(_movingTarget);
fight.onAttackTimer();
getAttackDis
return fight.currSkill.rushRange
return fight.currSkill.attackDis
clickThing
RolePlayer.getInstance().moveToObject(target, RolePlayer.VIEW);
OnActiveSkillClick
GlobalVar.fight.useSkill(skillItem.skillID);
useSkill
选择攻击对象
RolePlayer.getInstance().moveToObject(_player.currentPoint, RolePlayer.FIGHT);
onReachTarget
fight.sendAttack(_movingTarget);
fight.onAttackTimer();
onAttackTimer
判断第几段攻击
playerAttack(step)
playerAttack
填充技能AttackVO
PlayerConnect.sPlayerAttack(attackVO);
hookcontrol
小于攻击距离:fight.useSkill(skillId);
大于攻击距离:GlobalVar.player.moveToObject(thing, RolePlayer.FIGHT);
roleplayer.FIGHT 和 FIGHTING 作用不大