rolePlayer

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
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